














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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:
 Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog: 
 Also available as part of the ZOmnibus Addon Pack and 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 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Roguelike | 
| Sex | Female | 
| Race | Halfling | 
| Class | Rogue | 
| Level / Exp | 23 / 48% | 
| Size | medium | 
| Lifes / Deaths | Killed by Mindworm at level 23 on the 69th Dusk 122nd year of Ascendancy at 14:15/ 1 | 
Primary Stats
| Strength | 10 (base 13) | 
| Dexterity | 58 (base 49) | 
| Constitution | 14 (base 13) | 
| Magic | 15 (base 10) | 
| Willpower | 13 (base 10) | 
| Cunning | 71 (base 46) | 
Resources
| Life | -94/561 | 
| Stamina | 0/174 | 
| Healing Factor | 1.4372895330004 | 
| Regeneration | 7.5457700482529 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +12.5% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| Infravision | 5 | 
| See Stealth | 43.470336367031 | 
| See Invisible | 43.470336367031 | 
Offense: Mainhand
| Damage | 68 | 
| Accuracy | 57 | 
| Crit Chance | 38% | 
| APR | 14 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 53 | 
| Accuracy | 57 | 
| Crit Chance | 26% | 
| APR | 29 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 15 | 
| Crit Chance | 21% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 28 | 
| Crit Chance | 25% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +6% | 
| Light | +10% | 
| Cold | +10% | 
| Lightning | +10% | 
| Mind | +9% | 
| All | 0% | 
Offense: Damage Penetration
| Light | +15% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 4 (57.155997060385%) | 
| Defense | 52 | 
| Ranged Defense | 52 | 
| Fatigue | 0 | 
| Physical Save | 9 | 
| Spell Save | 25 | 
| Mental Save | 28 | 
Defense: Resistances
| Acid | + 5%( 70%) | 
| Blight | + 21%( 70%) | 
| Physical | + 1%( 70%) | 
| Cold | + 10%( 70%) | 
| All | 0%( 70%) | 
| Lightning | + 10%( 70%) | 
| Light | + 30%( 70%) | 
| Darkness | + 16%( 70%) | 
| Fire | + 10%( 70%) | 
| Mind | + 20%( 70%) | 
Defense: Immunities
| Disarm Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Confusion Resistance | 45% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 338 life over 5 turns. Its effects scale with your Cunning stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 163 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. | 
Class Talents
| Technique / Duelist | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Stealth | 1.40 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| Cunning / Artifice | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Dual techniques | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Poisons | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Assassination | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cunning / Trapping | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Throwing knives | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Halfling | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Cunning / Lethality | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Mobility | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 5/5 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| 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 successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair.Escort: injured seer (level 2 of Norgos Lair) As a reward you improved Cunning by +5. | done | 
| You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair.Escort: injured seer (level 3 of Norgos Lair) As a reward you improved Cunning by +5. | done | 
| You failed to protect the lone alchemist from death by giant fire ant.Escort: lone alchemist (level 3 of Old Forest) | failed | 
| You failed to protect the lone alchemist from death by giant venus flytrap.Escort: lone alchemist (level 4 of Old Forest) | failed | 
| You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire.Escort: lost defiler (level 3 of Trollmire) As a reward you improved Cunning by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest.Escort: lost sun paladin (level 2 of Old Forest) As a reward you improved spell save by +12. | done | 
| You successfully escorted the repented thief to the recall portal on level 1 of Old Forest.Escort: repented thief (level 1 of Old Forest) As a reward you improved talent Misdirection (+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 treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it?Hunt for the legendary Plumpkin! You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done | 
| 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 Fortress With one of the notes there was a small gem that looks like a key. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When 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. | 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 Alchemists Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. 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.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed black mamba head. | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There 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! | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
Equipment
| On feet |  The Black Boots (2 def, 1 armour) 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." | 
| Light source |  Summertide Phial 1.0 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.(56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
| On head |  Cloud Caller (0 def, 0 armour) 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 30.60 to 91.79 lightning damage (61.20 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. | 
| On hands |  corrosive rough leather gloves of dexterity (+2) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 acid Dmg.mod +3% acid Acc +11 (+3 eff.) ----- def ----- Armour +1 Resists +5% acid Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +1 Crit +6.0% Atk.spd 100% On Crit.r2 +5 acid On Hit: 10% Corrosive Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Tool |  piercing steel torque of psionic shield [power 51]  (12/25 cooldown) 2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  marksman's copper ring of clarity 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Mind.save +7 (+4 eff.) Confus- +22% Rings make your fingers look great! | 
| On fingers |  marksman's copper ring of life 0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Max.HP +40.00 HP.reg +5.00 Heal.mod +10% Rings make your fingers look great! | 
| Around neck |  clarifying steel amulet of mastery (0.10 Cunning / Stealth) 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +14% mind Confus- +23% ---------- misc Masteries +0.10 Cunning/Stealth Amulets make your neck look great! | 
| In main hand |  Spellblaze Shard (20-26 power, 10 apr) 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. | 
| Around waist |  hardened leather belt 'Grinilen' 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Resists +1% physical +6% mind +3% darkness Spell.save +8 (+4 eff.) Heal.mod +20% Disarm- +20% ---------- misc Size +1 A belt that goes around your waist. | 
| In off hand |  Unerring Scalpel (15-20 power, 25 apr) 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. | 
| Cloak |  linen cloak 'Darkstreaker' (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +4% Dmg.mod +3% acid ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness Max.HP +32.00 ---------- misc Equi/ret +0.04 Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Flashbone the rough leather armour (3 def, 2 armour) 9.0 T1 light armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Dmg.mod +9% mind Res.pen +15% light Melee Ret 6 light ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +11% blight +10% darkness ---------- misc Light +1 A suit of armour made of leather. | 
Inventory
|  healing infusion of the duelist (heal 156; cd 10) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 156 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  movement infusion of the duelist (speed 576%; cd 13) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 576% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the sneak (res 30%; magical; dur 2; cd 14) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Rune of the Rift (202.00 temporal damage, removed from time 4 turns) 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 202.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune of the sneak (absorb 91; cd 20) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 91 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune of the sneak (absorb 292; dur 4; cd 15) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 292 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Earthen Beads 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 183 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. | 
|  Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
|  copper ring of lightning (+20%) 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Rings make your fingers look great! | 
|  savior's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+7 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! | 
|  titan's copper ring of tenacity 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+4 eff.) Max.HP +22.00 Disarm- +20% Pinning- +22% Knockbk- +20% Rings make your fingers look great! | 
|  Galemistress (11-14 power, 5 apr) 1.0 T1 dagger 1H weapon [Rare] Master Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 lightning While equipped: dps ---------- Res.pen +10% light Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +6% lightning Disarm- +21% ---------- misc Light +2 Sharp, short and deadly. | 
|  hateful iron dagger of massacre (14-19 power, 5 apr) 1.0 T1 dagger 1H weapon [Ego] Master/Psionic Power 14.5 - 18.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 darkness Against +5% Living Sharp, short and deadly. | 
|  iron dagger (10-13 power, 5 apr) 1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. | 
|  iron dagger (10-14 power, 5 apr) 1.0 T1 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. | 
|  iron dagger of massacre (15-20 power, 5 apr) 1.0 T1 dagger 1H weapon [Ego] Master Power 15.0 - 19.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. | 
|  steel dagger of massacre (18-23 power, 6 apr) 1.0 T2 dagger 1H weapon [Ego] Master Power 18.0 - 23.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. | 
|  thought-forged steel dagger of massacre (18-23 power, 6 apr) 1.0 T2 dagger 1H weapon [Ego] Master/Psionic Power 18.0 - 23.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 mind On Hit: * 12% chance to reduce all saves and defense by 19 While equipped: Stats +3 Cun +2 Wil Sharp, short and deadly. | 
|  warbringer's dwarven-steel dagger of shearing (14-18 power, 7 apr) 1.0 T3 dagger 1H weapon [Ego++] Master Power 14.0 - 18.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +7% physical +10% all Acc +5 (+2 eff.) Apr +7 ----- def ----- Disarm- +17% Sharp, short and deadly. | 
|  Stormlash (17-19 power, 7 apr) 3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 17.17 to 51.52 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. | 
|  rough leather belt 'Winterserpent' 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% fire Melee Ret 8 cold On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% darkness Max.HP +31.00 A belt that goes around your waist. | 
|  Aeroledan the Blastobeisance (1 def, 6 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% lightning +10% cold +1% physical ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Destala's Scales (10 def, 0 armour) 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. | 
|  linen robe of lightning (+16%) (0 def, 0 armour) 2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +16% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Eilinoma the pair of hardened leather boots (10 def, 3 armour) 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex +2 Mag ----- def ----- Armour +3 Defense +10 (+4 eff.) Resists +6% mind +1% physical Crit.chn- 5.00% Heal.mod +10% Poison- +10% Silence- +20% Confus- +30% Stun/Frz- +20% ---------- misc Spell.cld 10% A pair of boots made of leather. | 
|  Frost Treads (1 def, 4 armour) 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. | 
|  Murkwish the pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +4 Dex +2 Mag +3 Wil +1 Con dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +1 Resists +3% darkness ---------- misc Light +2 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. | 
|  Spellhunt Remnants (2 def, 3 armour) 1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Unarmed combat: Power 18.0 - 25.2 Physical Uses 40% Cun, 40% Dex, 40% Str Apr +8 Crit +6.0% Atk.spd 83% Melee+ +12 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. | 
|  Velalle (0 def, 3 armour) 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Dex +1 Con dps ---------- Res.pen +10% mind Acc +20 (+6 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +13% light +13% darkness Die.at -40.00 life ---------- misc Max.stam +20.00 A cap made of leather. | 
|  Nature's Blessing (8 def, 6 armour) 9.0 T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+3 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. | 
|  duelist's hardened leather armour of the deep (11 def, 12 armour) 9.0 T3 light armor Reqs Str 16 [Ego++] Nature/Master While equipped: Stats +5 Cun +5 Dex ----- def ----- Armour +12 Defense +11 (+4 eff.) Fatigue +8% Resists +5% acid +7% cold ---------- misc Breathe water A suit of armour made of leather. | 
|  9 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  80 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  3 onyx 0.0 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. | 
|  6 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  7 opal 0.0 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. | 
|  3 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 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. | 
|  Demonic Soul 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. | 
|  3 emerald 0.0 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. | 
|  3 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Crystal Focus 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  3 garnet 0.0 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. | 
|  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. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Lorodig the stralite torque of clear mind [power 3]  (12/25 cooldown) 2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% blight Res.pen +25% acid ----- def ----- Resists +12% acid Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  4 amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  4 quartz 0.0 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. | 
|  5 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  6 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  8 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Exterminator (Roguelike)
			Killed 1000 creatures.
			Exterminator (Roguelike)
			Killed 1000 creatures.By Mah'Bo the Halfling Rogue level 17
46th Dusk 122nd year of Ascendancy at 07:58 see stats
 Level 10 (Roguelike)
			Got a character to level 10.
			Level 10 (Roguelike)
			Got a character to level 10.By Mah'Bo the Halfling Rogue level 10
7th Mirth 122nd year of Ascendancy at 01:51 see stats
 Level 20 (Roguelike)
			Got a character to level 20.
			Level 20 (Roguelike)
			Got a character to level 20.By Mah'Bo the Halfling Rogue level 20
48th Dusk 122nd year of Ascendancy at 17:14 see stats
 The Arena (Roguelike)
			Unlocked Arena mode.
			The Arena (Roguelike)
			Unlocked Arena mode.By Mah'Bo the Halfling Rogue level 7
79th Pyre 122nd year of Ascendancy at 05:47 see stats
 The secret city (Roguelike)
			Discovered the truth about mages.
			The secret city (Roguelike)
			Discovered the truth about mages.By Mah'Bo the Halfling Rogue level 15
19th Dusk 122nd year of Ascendancy at 15:36 see stats
 Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.
			Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.By Mah'Bo the Halfling Rogue level 17
33rd Dusk 122nd year of Ascendancy at 03:03 see stats
Log
Talent Flurry is ready to use.
Talent Expose Weakness is ready to use.
Mindworm receives 6 healing (9 psi heal).
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Mah'Bo uses Heartseeker.
Mindworm's mind surges with critical power!
Mindworm resists Mah'Bo's 'Weakness Disease'!
Mindworm converts some damage to Psi!
Mah'Bo steals life from Mindworm!
Mindworm hits Mah'Bo for 47 mind damage.
Mah'Bo hits Mindworm for 25 to psi, 29 physical, 6 to psi, 7 blight, 6 to psi, 7 fire, 2 to psi, 3 acid, 6 to psi, 7 light, 24 to psi, 29 physical, 2 to psi, 3 acid, 6 to psi, 7 light (170 total damage).
Mindworm uses Nightmare.
Mah'Bo is lost in a nightmare.
Mah'Bo is suffering from insomnia.
Mah'Bo's regains its senses.
Nightmare from Mindworm hits Mah'Bo for 15 darkness damage.
Mindworm receives 8 healing (11 psi heal).
--------------------------------
You are asleep and unable to move!
You can not use objects while sleeping!
You are asleep and unable to move!
Mindworm uses Mind Sear.
Mindworm's mind surges with critical power!
Mah'Bo reacts to damage from Mindworm, mitigating the blow!.
Mindworm hits Mah'Bo for (142 reacted , -5 stam), 284 mind (284 total damage).
Mah'Bo the level 23 halfling rogue was mindraped to death by Mindworm and mind-probed on level 2 of Noxious Caldera.
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Mah'Bo is free from the nightmare.


























































