









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
 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. 
 
 
 
 
 
 
 
 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:
 Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. 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:  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Anorithil | 
| Level / Exp | 17 / 50% | 
| Size | medium | 
| Lifes / Deaths | Killed by Iveriana the skeleton archer at level 17 on the 20th Dusk 122nd year of Ascendancy at 07:01  / 1 | 
Primary Stats
| Strength | 16 (base 10) | 
| Dexterity | 11 (base 10) | 
| Constitution | 15 (base 10) | 
| Magic | 57 (base 44) | 
| Willpower | 15 (base 10) | 
| Cunning | 38 (base 36) | 
Resources
| Life | -187/394 | 
| Positive | 53/98 | 
| Negative | 43/98 | 
| Healing Factor | 1.1460311219417 | 
| Regeneration | 4.8706322682522 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| See Invisible | 3 | 
Offense: Mainhand
| Damage | 32 | 
| Accuracy | 5 | 
| Crit Chance | 12% | 
| APR | 4 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 44 | 
| Crit Chance | 26% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 27 | 
| Crit Chance | 10% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +3% | 
| Arcane | +6% | 
| Mind | +6% | 
| All | 0% | 
| Lightning | +3% | 
| Light | +35% | 
| Temporal | +15% | 
| Physical | +24% | 
| Darkness | +21% | 
Offense: Damage Penetration
| Darkness | +11% | 
Defense: Base
| Armour (hardiness) | 9 (60%) | 
| Defense | 12 | 
| Ranged Defense | 12 | 
| Fatigue | 0 | 
| Physical Save | 20 | 
| Spell Save | 28 | 
| Mental Save | 33 | 
Defense: Resistances
| Acid | + 15%( 70%) | 
| Light | + 63%( 70%) | 
| Temporal | + 15%( 70%) | 
| Darkness | + 29%( 70%) | 
| Cold | + 18%( 70%) | 
| Mind | + 13%( 70%) | 
| All | + 7%( 70%) | 
Defense: Immunities
| Silence Resistance | 10% | 
| Disarm Resistance | 21% | 
| Bleed Resistance | 10% | 
| Knockback Resistance | 21% | 
| Stun Resistance | 30% | 
| Pinning Resistance | 40% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 20% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns.  | 
| 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 77 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 Magic stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 362 damage for 4 turns. Its effects scale with your Magic stat.  | 
Class Talents
| Celestial / Eclipse | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Circles | 1.30 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Sunlight | 1.30 | 
  | 3/5 | 
  | 5/5 | 
  | 1/5 | 
  | 3/5 | 
| Celestial / Star fury | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Celestial / Twilight | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Celestial / Hymns | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Chants | 1.30 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Light | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
  | 3/5 | 
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 | 
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5.  | done | 
You abandoned lost tinker, to death. Escort: lost tinker (level 2 of Scintillating Caves) | failed | 
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.  | active | 
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning.  | 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 AlchemistsMarus 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 ice ant stinger. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.'  | 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 | 
Equipment
| On feet |  Nightspike (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +3% acid Res.pen +5% darkness Melee Ret 6 mind ----- def ----- Armour +1 Resists +3% darkness Phys.save +11 (+6 eff.) Mind.save +23 (+10 eff.) A pair of boots made of leather.  | 
| Light source |  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.  | 
| On head |  shielding linen wizard hat of light (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% light ----- def ----- Defense +1 (+1 eff.) Resists +15% light Spell.save +5 (+2 eff.) A pointy cloth hat, very wizardly...  | 
| Tool |  Xutira the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% Resists +3% light HP.reg +4.00 Silence- +10% Pinning- +20% Stun/Frz- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  Runufast0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% arcane ----- def ----- Resists +3% cold Spell.save +6 (+3 eff.) Die.at -80.00 life Cut- +10% Stun/Frz- +20% Rings make your fingers look great!  | 
| On fingers |  Deludoneg the Tundralady0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Dex dps ---------- Mind.crit +1% Mind.pwr +10 (+5 eff.) ----- def ----- Resists +3% cold Max.HP +20.00 Disarm- +21% Pinning- +20% Knockbk- +21% Rings make your fingers look great!  | 
| Around waist |  rough leather belt 'Blastvagrant'1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% lightning ----- def ----- Resists +9% acid +9% temporal +6% mind +6% cold Mind.save +6 (+3 eff.) Max.HP +50.00 A belt that goes around your waist.  | 
| In main hand |  Eclipse (18-22 power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light.  | 
| On hands |  Unridil (10 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str +3 Wil dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +9% physical ----- def ----- Armour +1 Defense +10 (+9 eff.) Crit.chn- 15.00% ---------- misc See.Invis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Main armor |  Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +7 Hardiness +30% Resists +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors.  | 
| Cloak |  shadow linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Master While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +6% darkness ----- def ----- Defense +1 (+1 eff.) Resists +11% darkness Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  Staronslaught0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind Melee Ret 8 light ----- def ----- Resists +12% light +10% darkness Blind- +20% ---------- misc Max.hate +2.00 Max.psi +10.00 Amulets make your neck look great!  | 
Inventory
 Blood of Life0.4 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..."  | 
 blink rune of the titan (range 4; phase 14; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Durayon0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% physical Acc +5 (+5 eff.) ----- def ----- Resists +3% mind +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great!  | 
 grounding gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% lightning Stun/Frz- +20% Amulets make your neck look great!  | 
 copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Rings make your fingers look great!  | 
 rogue's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +5 Cun ----- def ----- Defense +10 (+9 eff.) Max.HP +23.00 Disarm- +29% Pinning- +21% Knockbk- +25% Rings make your fingers look great!  | 
 savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great!  | 
 steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +24% Rings make your fingers look great!  | 
 balanced steel battleaxe (20-30 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 20.0 - 30.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+7 eff.) ----- def ----- Defense +9 (+8 eff.) Disarm- +31% Massive two-handed battleaxes.  | 
 warbringer's steel battleaxe of paradox (22-34 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane/Master Power 22.5 - 33.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 temporal While equipped: Stats +2 Con dps ---------- Phys.pwr +9 (+4 eff.) Res.pen +10% physical ----- def ----- Resists +10% temporal Disarm- +14% Massive two-handed battleaxes.  | 
 balanced steel greatsword of persecution (20-33 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Disrupt/Master Power 20.5 - 32.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Against +10% Unnatural While equipped: Stats +3 Wil dps ---------- Acc +9 (+9 eff.) ----- def ----- Defense +9 (+8 eff.) Disarm- +36% Massive two-handed swords.  | 
 ranger's elm longbow4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +3 Dex Longbows are used to shoot arrows at your foes.  | 
 yew longbow 'Frozendare'4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +2 Str +8 Dex +2 Mag +3 Wil dps ---------- Dmg.mod +3% nature Res.pen +15% cold +9% physical ----- def ----- Resists +3% cold Longbows are used to shoot arrows at your foes.  | 
 acidic steel longsword (14-19 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 Sharp, long, and deadly.  | 
 steel mace of projection (13-18 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Psionic Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Blunt and deadly.  | 
 creative vined mindstar of life (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +13.00% Mind.pwr +4 (+2 eff.) ----- def ----- Max.HP +16.00 HP.reg +0.60 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 thorny mindstar 'Islowe' (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +12 physical While equipped: Stats +4 Cun +2 Con dps ---------- Mind.crit +3% Crit.mult +7.00% Mind.pwr +6 (+3 eff.) Dmg.mod +9% physical Acc +5 (+5 eff.) Apr +1 ---------- misc Max.stam +20.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 vined mindstar (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Normal] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 vined mindstar 'Rainpiercer' (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% acid +12% cold +4% nature Res.pen +4% nature +5% acid ----- def ----- Resists +3% nature +3% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 vined mindstar of flames (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) All.spd +3% Melee+ 9 fire Dmg.mod +6% fire Res.pen +6% fire ----- def ----- Resists +4% fire ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 cured leather sling 'Darkweeper'4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Random Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Proj.spd +200% On Hit: * 10% chance to reduce damage dealt by 16% While equipped: Stats +3 Str +6 Cun dps ---------- Phys.pwr +7 (+3 eff.) Phys.spd +10% Res.pen +20% darkness +6% physical On Hit (Ranged): * 10 arcane resource burn ----- def ----- Resists +3% cold Slings are used to hurl stones or metal shots at your foes.  | 
 Gleampeal (20-24 power, 4 apr, fire 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 +10% Crit.mult +13.00% Spell.pwr +9 (+3 eff.) Dmg.mod +9% acid +20% fire +9% light +6% mind Res.pen +10% light ----- def ----- Resists +9% light ---------- misc Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 ash starstaff (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Normal] 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% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 ash vilestaff of greater warding (15-18 power, 3 apr, darkness 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% darkness ----- def ----- Armour +6 Defense +7 (+7 eff.) ---------- misc Wards +3 darkness Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 cruel ash vilestaff of might (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 elm starstaff (10-12 power, 2 apr, light element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 greater ash starstaff of invocation (15-18 power, 3 apr, darkness 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 +15 (+5 eff.) S.pwr/crit +6 Dmg.mod +15% physical +15% temporal +15% darkness +15% light ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 24.92 to 29.91 darkness damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art.  | 
 Mucusenvy (22-31 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 nature On Hit.r1 +8 darkness On Crit.r2 +8 nature While equipped: dps ---------- Res.pen +15% darkness +15% mind Acc +6 (+6 eff.) Melee Ret 4 darkness On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Defense +7 (+7 eff.) Disarm- +26% One-handed war axes.  | 
 arcing steel waraxe (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage One-handed war axes.  | 
 blurring rough leather belt of transcendence1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Defense +9 (+8 eff.) Phys.save +5 (+3 eff.) Stealth +6 A belt that goes around your waist.  | 
 focusing woollen robe of corrosion (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Dmg.mod +12% acid ----- def ----- Resists +18% acid +9% all ---------- misc Mana/turn +0.11 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 mindwoven woollen robe of nature (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +12% nature ----- def ----- Resists +18% nature +9% all Mind.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Duvabers the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +10 (+5 eff.) ----- def ----- Armour +1 Fatigue -5% Resists +6% lightning Phys.save +6 (+3 eff.) Mind.save +3 (+2 eff.) Disease- +20% ---------- misc Max.enc +21 A pair of boots made of leather.  | 
 pair of iron boots 'Kindlespawn' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +15% fire Melee Ret 8 fire ----- def ----- Armour +3 Fatigue -3% Resists +15% lightning +5% arcane Phys.save +6 (+3 eff.) ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Polinn the Sparkworm (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 10 acid Dmg.mod +5% acid Res.pen +5% acid +25% mind Melee Ret 4 acid 2 lightning ----- def ----- Armour +2 Resists +7% acid Mind.save +15 (+7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +12 (+12 eff.) ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 rough leather gloves 'Fuledrabar' (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +4% cold On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Armour +1 Resists +9% cold Phys.save +9 (+5 eff.) HP.reg +4.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 grounding dwarven-steel helm of constitution (+5) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +5 Con ----- def ----- Armour +4 Fatigue +4% Resists +11% lightning +7% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% A suit of armour made of mail.  | 
 radiant steel mail armour of fire resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego+] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +10% blight +15% fire +10% darkness ---------- misc Light +1 A suit of armour made of mail.  | 
 prismatic cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +13% light +11% darkness A suit of armour made of leather.  | 
 prismatic cured leather armour of spell shielding (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +6% arcane +10% light +11% darkness Spell.save +10 (+5 eff.) A suit of armour made of leather.  | 
 rejuvenating cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% HP.reg +2.80 ---------- misc Stam/turn +0.70 A suit of armour made of leather.  | 
 Dimstinger the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Rare] Master While equipped: dps ---------- Res.pen +5% acid Melee Ret 4 darkness On Hit (Melee): * 10% chance to reduce armor by 33% ----- def ----- Armour +11 Fatigue +22% Resists +16% fire +6% mind +9% darkness A suit of armour made of metal plates.  | 
 chilling quiver of ash arrows (16/17, 20-27 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego] Arcane Power 19.5 - 27.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Ranged+ +8 cold Arrows are used with bows to pierce your foes to death.  | 
 5 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.  | 
 70 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.  | 
 4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Gleamfury the iron pickaxe (dig speed 20 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Con ----- def ----- Armour +3 Defense +4 (+4 eff.) Resists +3% light +6% physical ---------- misc See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Bethumina the Scorpionstrider2.0 T1 lite [Rare] Nature While equipped: dps ---------- Acc +5 (+5 eff.) Melee Ret 6 light ----- def ----- Resists +1% physical Phys.save +5 (+3 eff.) Heal.mod +11% ---------- 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.  | 
 alchemist's lamp 'Velinor'1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +15% arcane On Hit (Melee): * 10% chance to reduce armor by 33% ----- def ----- Mind.save +9 (+5 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.08 Light +4 See.Stealth +14 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 brass lantern2.0 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.  | 
 Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 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 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.  | 
 iron torque of mindblast [power 100]  (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 106 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers.  | 
 Emiba the ash totem of thorny skin [power 25]  (20 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: ----- def ----- Mind.save +9 (+5 eff.) HP.reg +4.00 Disease- +20% Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to increase all damage by 10% for 2 turns. 100% to heal for 35. Natural totems are made by powerful wilders to store nature power.  | 
 2 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.  | 
 4 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.  | 
 4 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.  | 
Achievements
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Dawn the Second the Cornac Anorithil level 10
6th Mirth 122nd year of Ascendancy at 05:51 see stats
			Lost in translation (Insane (Roguelike) difficulty)
			Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Dawn the Second the Cornac Anorithil level 4
77th Pyre 122nd year of Ascendancy at 15:30 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Dawn the Second the Cornac Anorithil level 12
7th Dusk 122nd year of Ascendancy at 01:57 see stats
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Dawn the Second the Cornac Anorithil level 12
5th Dusk 122nd year of Ascendancy at 20:25 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Dawn the Second the Cornac Anorithil level 16
16th Dusk 122nd year of Ascendancy at 07:51 see stats
Log
Iveriana the skeleton archer unleashes a punishing strike for 161% bonus damage!
Your shield crumbles under the damage!
The shield around Dawn the Second crumbles.
Iveriana the skeleton archer hits Dawn the Second for (92 absorbed), 0 physical, (3 absorbed), 0 nature, (78 absorbed), 26 physical, 3 nature (29 total damage).
Bleeding from Iveriana the skeleton archer hits Dawn the Second for 17 physical damage.
Melee retaliation hits Iveriana the skeleton archer for 5 darkness, 5 light, 3 mind, 5 darkness, 5 light, 3 mind (26 total damage).
Dawn the Second's defensive darkness area effect hits Iveriana the skeleton archer for 8 darkness damage.
Dawn the Second's light area effect hits Iveriana the skeleton archer for 33 light damage.
Dawn the Second's sanctity area effect hits Iveriana the skeleton archer for 8 light damage.
Dawn the Second casts Moonlight Ray.
Dawn the Second hits Iveriana the skeleton archer for 84 darkness damage.
Iveriana the skeleton archer is not stunned anymore.
Dawn the Second is suffering less.
Iveriana the skeleton archer hits Dawn the Second for 123 physical, 6 nature, 153 physical, 6 nature (287 total damage).
Bleeding from Iveriana the skeleton archer hits Dawn the Second for 48 physical damage.
Melee retaliation hits Iveriana the skeleton archer for 6 darkness, 6 light, 4 mind, 6 darkness, 6 light, 4 mind (31 total damage).
Dawn the Second's defensive darkness area effect hits Iveriana the skeleton archer for 11 darkness damage.
Dawn the Second's light area effect hits Iveriana the skeleton archer for 46 light damage.
Dawn the Second's sanctity area effect hits Iveriana the skeleton archer for 11 light damage.
Dawn the Second casts Rune: Shatter Afflictions.
Dawn the Second stops bleeding.
A shield forms around Dawn the Second.
Your shield crumbles under the damage!
The shield around Dawn the Second crumbles.
Dawn the Second starts to bleed.
Iveriana the skeleton archer hits Dawn the Second for (77 absorbed), 60 physical, 6 nature, 112 physical (177 total damage).
Melee retaliation hits Iveriana the skeleton archer for 8 darkness, 8 light, 5 mind, 8 darkness, 8 light, 3 mind (40 total damage).
Dawn the Second the level 17 cornac anorithil was chopped into tiny pieces to death by Iveriana the skeleton archer on level 1 of The Maze.

























































































