








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons: 
 Frequently Asked Questions: 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 1.7.4This 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 Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default 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:
 Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Male | 
| Race | Skeleton | 
| Class | Arcane Blade | 
| Level / Exp | 21 / 70% | 
| Size | medium | 
| Lifes / Deaths | Killed by dreaming horror at level 21 on the 33rd Haze 122nd year of Ascendancy at 03:47/ 1 | 
Primary Stats
| Strength | 35 (base 13) | 
| Dexterity | 54 (base 32) | 
| Constitution | 17 (base 10) | 
| Magic | 66 (base 50) | 
| Willpower | 15 (base 10) | 
| Cunning | 39 (base 20) | 
Resources
| Life | -28/556 | 
| Mana | 207/367 | 
| Stamina | 162/202 | 
| Healing Factor | 1.4629415192739 | 
| Regeneration | 6.6563839126964 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 3 | 
| See Invisible | 9 | 
Offense: Mainhand
| Damage | 56 | 
| Accuracy | 57 | 
| Crit Chance | 12% | 
| APR | 4 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 53 | 
| Crit Chance | 13% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 25 | 
| Crit Chance | 10% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +21% | 
| Blight | +6% | 
| Physical | +20% | 
| Cold | +12% | 
| All | 0% | 
| Darkness | +17% | 
| Light | +10% | 
| Lightning | +20% | 
| Fire | +20% | 
| Nature | +8% | 
Offense: Damage Penetration
| Lightning | +15% | 
| Mind | +10% | 
| Darkness | +5% | 
Defense: Base
| Armour (hardiness) | 5 (57.718496631565%) | 
| Defense | 47 | 
| Ranged Defense | 47 | 
| Fatigue | 0 | 
| Physical Save | 23 | 
| Spell Save | 27 | 
| Mental Save | 18 | 
Defense: Resistances
| Acid | + 50%( 70%) | 
| Physical | + 25%( 70%) | 
| Cold | + 50%( 70%) | 
| All | + 13%( 70%) | 
| Darkness | + 40%( 70%) | 
| Light | + 44%( 70%) | 
| Lightning | + 16%( 70%) | 
| Fire | + 30%( 70%) | 
| Nature | + 32%( 70%) | 
Defense: Immunities
| Disarm Resistance | 10% | 
| Bleed Resistance | 100% | 
| Fear Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 100% | 
| Silence Resistance | 20% | 
Inscriptions (3/4)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 212 damage for 4 turns. Its effects scale with your Dexterity stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use 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 26 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. | 
| Runes | Effective talent level: 1.0Rune: Manasurge Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (13 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. | 
Class Talents
| Technique / Magical combat | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Technique / Combat techniques | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Earth | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Fire | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Enhancement | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| Spell / Air | 1.30 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
Generic Talents
| Spell / Aegis | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Undead / Skeleton | 1.10 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Conveyance | 1.00 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
Quests
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave | active | 
| You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell.Escort: injured seer (level 1 of Dreadfell) As a reward you improved Magic by +5. | done | 
| You failed to protect the lone alchemist from death by Burb the snow giant champion.Escort: lone alchemist (level 1 of Daikara) | failed | 
| You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair.Escort: lone alchemist (level 3 of Norgos Lair) As a reward you improved talent Staff Mastery (+1 level(s)). | done | 
| You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest.Escort: lone alchemist (level 3 of Old Forest) As a reward you improved talent Staff Mastery (+1 level(s)). | done | 
| You failed to protect the lost tinker from death by cold drake hatchling.Escort: lost tinker (level 2 of Daikara) | failed | 
| You successfully escorted the repented thief to the recall portal on level 4 of Old Forest.Escort: repented thief (level 4 of Old Forest) As a reward you improved Cunning by +5. | 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 | 
| 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 Wrathroot. * 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 | 
| 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. | 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 Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed chunk of ghoul flesh. | 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 | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 2 lumberjacks have died. | done | 
| You have been resurrected as an undead by some dark powers.The rotting stench of the dead However, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  Darksteel the pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Dmg.mod +6% blight Melee Ret 2 darkness ----- def ----- Armour +1 Resists +6% fire +6% cold Spell.save +6 (+3 eff.) ---------- misc Vim/s.crit +2.00 Max.mana +80.00 A pair of boots made of leather. | 
| 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.(60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
| On head |  Neruminn the Chargewell (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +15% lightning ----- def ----- Armour +3 Fatigue +5% Resists +3% nature +3% lightning Max.HP +20.00 Silence- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Tool |  yew totem of healing 'Bokohor' [power 308]  (15 cooldown) 2.0 T3 totem charm [Rare] Nature While equipped: Stats +3 Str dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +15 (+5 eff.) Resists +15% cold ---------- misc Max.stam +30.00 Heal yourself and all friendly characters within 10 spaces for 308 Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  Ring of Growth 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. | 
| On fingers |  Mayothra 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Mag dps ---------- Dmg.mod +10% acid Res.pen +10% mind ----- def ----- Resists +20% acid +6% light Max.HP +20.00 Rings make your fingers look great! | 
| Around waist |  Tarrastir 1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Dex +3 Mag +3 Con ----- def ----- Resists +9% nature +6% cold HP.reg +1.30 Heal.mod +10% Disarm- +10% ---------- misc Infravis +3 A belt that goes around your waist. | 
| In main hand |  shimmering yew magestaff of power (20-24 power, 4 apr, lightning element) 5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +20 (+6 eff.) Dmg.mod +20% lightning ---------- misc Mana/turn +0.16 Max.mana +42.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
| On hands |  rough leather gloves of dexterity (+2) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +1 Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +5.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Main armor |  Blackbreeze (0 def, 0 armour) 2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun dps ---------- Crit.mult +14.00% Dmg.mod +11% acid +12% physical +17% darkness +12% cold +20% fire Res.pen +5% darkness Melee Ret 8 lightning On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Resists +13% acid +14% physical +31% darkness +15% cold +14% fire +13% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak |  Cloak of Deception 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. | 
| Around neck |  copper amulet 'Nerelevea' 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +3 Dex +3 Cun +1 Con dps ---------- On Hit (Melee): * 10% chance to reduce armor by 36% ----- def ----- Resists +9% acid Crit.chn- 5.00% ---------- misc See.Invis +9 Amulets make your neck look great! | 
Inventory
|  Blood of Life 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." | 
|  Prismatic Rune (6 turns; physical, temporal, arcane, mind) 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 3 temporal, 3 arcane, 5 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  warrior's steel amulet of cunning (+4) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! | 
|  marksman's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! | 
|  mule's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings make your fingers look great! | 
|  elm magestaff of illumination (10-12 power, 2 apr, lightning element) 5.0 T1 staff 2H weapon [Ego] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Defense +6 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 86.95 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  ash magestaff of breaching (15-18 power, 3 apr, lightning element) 5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning Res.pen +8% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  short ash magestaff of power (15-18 power, 3 apr, lightning element) 5.0 T2 staff 1H weapon [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +14 (+4 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Burnhunter (20-24 power, 4 apr, lightning element) 5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +10.00% Spell.pwr +9 (+3 eff.) Dmg.mod +18% acid +6% fire +20% lightning Res.pen +15% fire On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Resists +6% lightning +3% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  iron greatsword (14-22 power, 1 apr) 3.0 T1 greatsword 2H weapon [Normal] Power 14.0 - 22.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. | 
|  pouch of steel shots (21/21, 21-25 power, 2 apr) 3.0 T2 shot ammo [Normal] Power 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Shots are used with slings to pummel your foes to death. | 
|  iron shield of acid resistance (+16%) (0 def, 2 armour, 8-10 power, 17.5 block) 7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 8.0 - 9.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +16% acid ---------- misc Talents +1 Block Handheld deflection devices. | 
|  Silk Current (12 def, 0 armour) 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. | 
|  linen robe of lightning (+18%) (0 def, 0 armour) 2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +18% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  rough leather armour (3 def, 2 armour) 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. | 
|  dwarven-steel plate armour 'Polemille' (0 def, 11 armour) 17.0 T3 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +5.00% Res.pen +20% mind Melee Ret 4 arcane ----- def ----- Armour +11 Fatigue +22% Resists +7% mind Mind.save +13 (+7 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of metal plates. | 
|  insulating rough leather belt of the giants 1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +5% fire +6% cold Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. | 
|  grounding pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Resists +6% lightning +6% temporal A pair of boots made of leather. | 
|  pair of rough leather boots 'Unrulastir' (0 def, 1 armour) 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- On Hit (Melee): * 10 arcane resource burn * 10% chance to reduce all saves and defense by 17 ----- def ----- Armour +1 Resists +3% blight +5% arcane +6% nature Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) A pair of boots made of leather. | 
|  Silitira the cashmere wizard hat (17 def, 0 armour) 2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +7 (+4 eff.) Dmg.mod +9% mind Res.pen +20% arcane ----- def ----- Defense +17 (+6 eff.) Resists +1% physical +19% mind +3% light Phys.save +8 (+4 eff.) Mind.save +10 (+6 eff.) HP.reg +4.00 Poison- +10% ---------- misc Max.psi +16.00 A pointy cloth hat, very wizardly... | 
|  eldritch cashmere wizard hat of knowledge (2 def, 0 armour) 2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Mind.pwr +4 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +0.90 Mana/ret +1.00 Max.mana +60.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... | 
|  mindwoven cashmere wizard hat of frost (+18%) (2 def, 0 armour) 2.0 T3 head armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) Dmg.mod +12% cold ----- def ----- Defense +2 (+1 eff.) Resists +18% cold ---------- misc Psi/turn +0.16 A pointy cloth hat, very wizardly... | 
|  insulating iron helm (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Helm of the Dwarven Emperors (0 def, 6 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. | 
|  Steel Helm of Garkul (0 def, 6 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+7 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. | 
|  Bethydama (0 def, 8 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +12% physical Apr +4 ----- def ----- Armour +8 Fatigue +4% Resists +8% lightning +9% temporal Mind.save +18 (+10 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  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. | 
|  3 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  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 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. | 
|  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. | 
|  brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  brass lantern of focus 2.0 T1 lite [Ego] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind ---------- 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. | 
|  miner's iron pickaxe (dig speed 30 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature 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. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  cleansing elm totem of healing [power 116]  (15 cooldown) 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. | 
|  elm wand of shielding [power 116]  (20 cooldown) 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Forbidden Tome: "A View From The Gallery" 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. | 
Achievements
 Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Zerylar the Skeleton Arcane Blade level 11
9th Flare 122nd year of Ascendancy at 21:44 see stats
 Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By Zerylar the Skeleton Arcane Blade level 20
9th Haze 122nd year of Ascendancy at 10:42 see stats
 Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Zerylar the Skeleton Arcane Blade level 10
1st Flare 122nd year of Ascendancy at 23:46 see stats
 Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.By Zerylar the Skeleton Arcane Blade level 20
7th Haze 122nd year of Ascendancy at 12:49 see stats
 Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Zerylar the Skeleton Arcane Blade level 19
50th Dusk 122nd year of Ascendancy at 19:44 see stats
 Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.By Zerylar the Skeleton Arcane Blade level 17
40th Dusk 122nd year of Ascendancy at 09:28 see stats
 The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Zerylar the Skeleton Arcane Blade level 5
4th Mirth 122nd year of Ascendancy at 19:18 see stats
 Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Zerylar the Skeleton Arcane Blade level 16
32nd Dusk 122nd year of Ascendancy at 22:37 see stats
Log
Thunderstorm hits Dreaming horror for (3 dismissed), (2 resonance), 1 to psi, 1 lightning (1 total damage).
The psychic field around dreaming horror crumbles.
Zerylar is no longer being ravaged.
Dreaming horror converts some damage to Psi!
Dreaming horror mentally dismisses some damage!
Dreaming horror receives 6 healing (8 psi heal).
Dreaming horror hits Zerylar for 2 mind damage.
Restless Night from Dreaming horror hits Zerylar for 20 mind damage.
Thunderstorm hits Dreaming horror for (5 dismissed), 2 to psi, 2 lightning (4 total damage).
Dreaming horror uses Distortion Bolt.
Dreaming horror stops regenerating health quickly.
Zerylar has recovered from poor sleep.
Talent Lightning is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Dreaming horror converts some damage to Psi!
Dreaming horror receives 4 healing (5 psi heal).
Thunderstorm hits Dreaming horror for 3 to psi, 3 lightning (6 total damage).
Zerylar casts Rune: Shatter Afflictions.
Zerylar is not stunned anymore.
A shield forms around Zerylar.
Zerylar casts Lightning.
Your shield crumbles under the damage!
The shield around Zerylar crumbles.
Dreaming horror converts some damage to Psi!
Dreaming horror hits Zerylar for (38 absorbed), 11 mind (11 total damage).
Dreaming horror's Distortion Bolt hits Zerylar for 174 physical damage.
Zerylar hits Dreaming horror for 60 to psi, 68 lightning (128 total damage).
Zerylar the level 21 skeleton arcane blade was dissected to death by a dreaming horror on level 1 of Dreadfell.
The furious lightning storm around Zerylar calms down and disappears.























































