










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them.  Press  Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game:  :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect: 
 Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". 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:
 Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents: 
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
 Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Embers 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:
 Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by  Codefly  
 DescriptionThis addon replaces ToME's floating combat text: 
 Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat. 
 Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game: 
 Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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 | 14 / 90% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded/ 0 | 
Primary Stats
| Strength | 12 (base 10) | 
| Dexterity | 13 (base 10) | 
| Constitution | 13 (base 10) | 
| Magic | 52 (base 39) | 
| Willpower | 14 (base 10) | 
| Cunning | 32 (base 29) | 
Resources
| Mana | 231/231 | 
| Negative | 84/89 | 
| Life | 400/400 | 
| Positive | 89/89 | 
| Paradox | 300 | 
| Healing Factor | 1.1383363011315 | 
| Regeneration | 2.1059221570933 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +25% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| Infravision | 3 | 
| See Stealth | 7 | 
| See Invisible | 6 | 
Offense: Mainhand
| Damage | 18 | 
| Accuracy | 7 | 
| Crit Chance | 9% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 41 | 
| Crit Chance | 13% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 21 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Offense: Damage Bonus
| Cold | +10% | 
| Light | +3% | 
| Fire | +3% | 
| All | 0% | 
Offense: Damage Penetration
| Cold | +5% | 
| Acid | +15% | 
Defense: Base
| Armour (hardiness) | 3 (30%) | 
| Defense | 9 | 
| Ranged Defense | 9 | 
| Fatigue | 1 | 
| Physical Save | 19 | 
| Spell Save | 27 | 
| Mental Save | 28 | 
Defense: Resistances
| Darkness | + 40%( 70%) | 
| Temporal | + 16%( 70%) | 
| Blight | + 20%( 70%) | 
| Fire | + 13%( 70%) | 
| Mind | + 27%( 70%) | 
| All | + 7%( 70%) | 
Defense: Immunities
| Confusion Resistance | 21% | 
| Disarm Resistance | 21% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 22% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0Rune: Acid Wave Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 116.40 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. | 
| Runes | Effective talent level: 1.0Rune: Reflection Shield Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 360 damage for 5 turns. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 556% 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 Magic stat. | 
Class Talents
| Celestial / Eclipse | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Celestial / Sunlight | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Celestial / Twilight | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Star fury | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Generic Talents
| Celestial / Hymns | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Celestial / Light | 1.30 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Celestial / Chants | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
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 | 
| 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 talent Arcane Eye (+1 level(s)). | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire.Escort: lost sun paladin (level 3 of Trollmire) As a reward you improved Magic by +5. | done | 
| You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul.Escort: temporal explorer (level 2 of Ruins of Kor'Pul) As a reward you improved talent Precognition (+1 level(s)). | done | 
| You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire.Escort: worried loremaster (level 2 of Trollmire) As a reward you improved Magic 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 | 
| 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 Invaders Locate 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 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 Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * '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.' | 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 | active | 
Equipment
| On feet |  pair of rough leather boots of speed (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. | 
| Light source |  Cinderoblivion the brass lantern 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% fire Ignore resists +15% acid When Hit 4 fire defense ------ Resistance +6% darkness +6% fire Life +46.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  Tideream (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Ignore resists +5% cold defense ------ Armor +1 Fatigue +1% Unlife -40.00 life Life +40.00 A cap made of leather. | 
| Tool |  evasive elm wand of shielding [power 116]  (20 cooldown) 2.0 Encumbrance 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 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| On fingers |  rogue's copper ring of sensing 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun defense ------ Defense +6 (+6 eff.) Blind Resist +22% other ------- Infravision +3 See Stealth +7 See Invisibility +6 Rings make your fingers look great! | 
| Around waist |  rough leather belt of unlife 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
| In main hand |  shimmering elm magestaff of channeling (10-12 power, 2 apr, cold element) 5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +12 (+4 eff.) Damage +10% cold other ------- Mana/turn +0.25 Max mana +33.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. | 
| On hands |  alchemist's rough leather gloves of the iron hand (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Str +3 Mag +4 Wil +3 Con offense ------ On-Hit 4 acid 4 fire 4 cold 3 lightning defense ------ Armor +1 Disarm Resist +21% other ------- Masteries +0.20 Technique/Grappling 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 |  dreamer's linen robe of life (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Ego++] Nature/Psionic While equipped: defense ------ Resistance +5% blight +10% darkness +11% mind +7% all Physical save +11 (+6 eff.) Spell save +11 (+5 eff.) Mind save +21 (+11 eff.) Life +43.00 Life Regen +1.60 Healmod +11% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak |  linen cloak of the voidstalker (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +1 (+1 eff.) Resistance +11% darkness +10% temporal Out-of-Phase Defense +12 Out-of-Phase Resistance +11% Out-of-Phase Resilience +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  copper amulet 'Shinehack' 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% light defense ------ Resistance +3% blight +10% mind +9% darkness Confus Resist +21% Amulets make your neck look great! | 
Inventory
|  healing infusion of the sneak (heal 106; cd 14) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. 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. | 
|  regeneration infusion of the wizard (heal 319; 12 cd) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 319 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  blink rune of the titan (range 3; phase 16; cd 11) 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 3 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 16%, your defense is increased by 16 and all your resistances by 16%. 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. | 
|  starlit copper amulet of constitution (+2) 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +10% light +11% darkness Blind Resist +21% Amulets make your neck look great! | 
|  steel amulet of perfection (0.14 Celestial / Light,0.14 Celestial / Chants) 0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: other ------- Masteries +0.14 Celestial/Chants +0.14 Celestial/Light Amulets make your neck look great! | 
|  Quenchbloom the dwarven-steel greatmaul (43-64 power, 2 apr) 5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Rare] Master Weapon Damage 43.0 - 64.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +8 lightning +4 fire +4 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Damage +6% lightning defense ------ Resistance +18% cold Massive two-handed mauls. | 
|  arcing steel greatmaul of massacre (35-52 power, 2 apr) 5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego] Arcane/Master Weapon Damage 35.0 - 52.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage Massive two-handed mauls. | 
|  elemental steel greatmaul of massacre (40-59 power, 2 apr) 5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego+] Arcane/Master Weapon Damage 39.5 - 59.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Hit: * Create an explosion dealing 71 acid damage (1/turn) While equipped: offense ------ Damage +16% acid Ignore resists +12% acid Massive two-handed mauls. | 
|  steel greatmaul of erosion (30-44 power, 2 apr) 5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego] Nature Weapon Damage 29.5 - 44.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +10 nature Massive two-handed mauls. | 
|  hateful steel greatsword (21-34 power, 2 apr) 3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Psionic Weapon Damage 21.0 - 33.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +9 darkness Damage Against +10% Living Massive two-handed swords. | 
|  truestriking steel greatsword of massacre (31-50 power, 2 apr) 3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego+] Master Weapon Damage 31.0 - 49.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +9% physical Accuracy +9 (+9 eff.) Ignore Armor +9 Massive two-handed swords. | 
|  ash longbow 'Thunderstun' 4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Random Unique] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-crit, radius 2 +11 lightning +18 cold +20 arcane While equipped: Stats +3 Str offense ------ Physical Power +9 (+8 eff.) Move Speed +33% Damage +6% lightning Ignore resists +8% lightning +11% cold +11% all Accuracy +12 (+12 eff.) Ignore Armor +9 When Hit 2 arcane Longbows are used to shoot arrows at your foes. | 
|  mighty ash longbow of true flight 4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats +3 Str offense ------ Physical Crit +9.0% Physical Power +9 (+8 eff.) Accuracy +11 (+11 eff.) Longbows are used to shoot arrows at your foes. | 
|  ranger's ash longbow of acid 4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +11 acid While equipped: Stats +2 Dex offense ------ Damage +12% acid Longbows are used to shoot arrows at your foes. | 
|  steel longsword of projection (15-21 power, 3 apr) 3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego+] Psionic Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. | 
|  cured leather sling of lightning 4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +5 lightning While equipped: offense ------ Damage +9% lightning Slings are used to hurl stones or metal shots at your foes. | 
|  ranger's cured leather sling of acid 4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +7 acid While equipped: Stats +2 Dex offense ------ Damage +9% acid Slings are used to hurl stones or metal shots at your foes. | 
|  shimmering ash magestaff (15-18 power, 3 apr, cold element) 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% cold other ------- Mana/turn +0.12 Max mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  yew vilestaff 'Emelowen' (20-24 power, 4 apr, blight element) 5.0 Encumbrance T3 staff 2H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Cun +4 Dex offense ------ Physical Crit +1.0% Spell Crit +12% Critical power +12.00% Spellpower +9 (+3 eff.) Damage +20% blight Ignore Armor +2 defense ------ Armor +6 other ------- EQ when Hit +0.08 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Blindnoon (20-27 power, 4 apr) 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Rare] Disrupt Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +8 light On Hit: * 10 arcane resource burn * 28% chance to slow global speed by 40% * 10% chance to reduce damage dealt by 13% While equipped: defense ------ Resistance +5% arcane Spell save +3 (+1 eff.) One-handed war axes. | 
|  Sleet's kiss (10-15 power, 3 apr) 3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Weapon Damage 10.5 - 14.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +4 cold On-crit, radius 2 +8 cold On Hit: * 20 arcane resource burn On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Damage +9% acid When Hit 2 acid 4 cold defense ------ Spell save +3 (+1 eff.) One-handed war axes. | 
|  Salytta 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Cun offense ------ Spell Crit +1% Spellpower +15 (+5 eff.) Mindpower +3 (+1 eff.) defense ------ Crit Resistance 10.00% Physical save +6 (+3 eff.) other ------- Max mana +20.00 A belt that goes around your waist. | 
|  Yarusin the Splendourspar (28 def, 3 armour) 2.0 Encumbrance T3 cloth armor [Rare] Master While equipped: offense ------ Damage +9% light defense ------ Armor +3 Defense +28 (+19 eff.) Resistance +3% blight +11% all Physical save +15 (+8 eff.) Cut Resist +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  woollen robe of frost (+18%) (0 def, 0 armour) 2.0 Encumbrance T2 cloth armor [Ego] Nature While equipped: offense ------ Damage +12% cold defense ------ Resistance +9% all +18% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  pair of rough leather boots 'Poluriata' (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Dex +6 Wil defense ------ Armor +1 Fatigue -5% Physical save +6 (+3 eff.) other ------- Encumbrance +22 See Invisibility +9 A pair of boots made of leather. | 
|  pair of rough leather boots of disengagement (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex defense ------ Armor +1 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 165% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. | 
|  restful dwarven-steel gauntlets of strength (+2) (0 def, 2 armour) 1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +8 (+8 eff.) defense ------ Armor +2 Fatigue +3% Life Regen +3.00 other ------- Stamina/turn +0.80 Max stamina +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  restful rough leather gloves of dexterity (+2) (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex offense ------ Accuracy +10 (+10 eff.) defense ------ Armor +1 Life Regen +1.00 other ------- Stamina/turn +0.60 Max stamina +10.00 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. | 
|  Bregoyalach the hardened leather armour (14 def, 6 armour) 9.0 Encumbrance T3 light armor Reqs Str 16 [Rare] Master While equipped: Stats +4 Dex offense ------ Move Speed +20% Damage +3% acid defense ------ Armor +6 Defense +14 (+12 eff.) Fatigue +8% Resistance +3% blight Spell save +3 (+1 eff.) Stun Resist +10% Knockbk Resist +20% A suit of armour made of leather. | 
|  cured leather armour of cold resistance (6 def, 4 armour) 9.0 Encumbrance T2 light armor Reqs Str 14 [Ego] Master While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +17% cold A suit of armour made of leather. | 
|  rejuvenating cured leather armour (6 def, 4 armour) 9.0 Encumbrance T2 light armor Reqs Str 14 [Ego] Nature While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Life Regen +2.20 other ------- Stamina/turn +0.50 A suit of armour made of leather. | 
|  rejuvenating cured leather armour of cold resistance (6 def, 4 armour) 9.0 Encumbrance T2 light armor Reqs Str 14 [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +19% cold Life Regen +2.00 other ------- Stamina/turn +0.60 A suit of armour made of leather. | 
|  rejuvenating steel plate armour of fire resistance (0 def, 9 armour) 17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego] Nature/Master While equipped: defense ------ Armor +9 Fatigue +22% Resistance +18% fire Life Regen +2.00 other ------- Stamina/turn +0.70 A suit of armour made of metal plates. | 
|  quiver of yew arrows 'Eilinussra' (15/15, 50-69 power, 10 apr) 3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Rare] Master Weapon Damage 49.5 - 69.3 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 15 Projectile Speed +200% On-ranged-hit +16 physical While equipped: other ------- Reload +4 Arrows are used with bows to pierce your foes to death. | 
|  2 agate 0.0 Encumbrance 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. | 
|  125 alchemist agate 0.0 Encumbrance 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. | 
|  Demonic Soul =aa= 0.0 Encumbrance 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. | 
|  iron pickaxe 'Siloritira' (dig speed 40 turns) 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature +3% mind Accuracy +5 (+5 eff.) defense ------ Armor +6 Defense +20 (+15 eff.) Resistance +11% nature Physical save +6 (+3 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  3 spinel 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical 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. | 
|  Falesavor 2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Str offense ------ Physical Power +10 (+9 eff.) defense ------ Resistance +3% fire other ------- Light +5 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 Orb 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Rod of Recall (1/1) 2.0 Encumbrance 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 Encumbrance 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. | 
|  pouch of steel shots of wind (14/14, 21-25 power, 2 apr) 3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego] Nature Weapon Damage 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 14 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 15 physical damage Shots are used with slings to pummel your foes to death. | 
|  cleansing steel torque of psionic shield [power 47]  (25 cooldown) 2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. | 
|  2 amethyst 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  4 ametrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2 citrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2 zircon 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +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.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Azri the Cornac Anorithil level 10
62nd Haze 122nd year of Ascendancy at 06:43 see stats
 Lost in translation (Insane (Roguelike) difficulty)
			Destroyed the naga portal in the slazish fens and got caught in the after-effect.
			Lost in translation (Insane (Roguelike) difficulty)
			Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Azri the Cornac Anorithil level 4
77th Pyre 122nd year of Ascendancy at 11:55 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Azri the Cornac Anorithil level 10
63rd Haze 122nd year of Ascendancy at 05:46 see stats
 The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Azri the Cornac Anorithil level 10
64th Haze 122nd year of Ascendancy at 14:25 see stats
Log
Azri's darkness area effect hits Sandworm burrower for 0 darkness damage.
Azri slows down.
Islykira the yellow jelly's Slime Spit hits Azri for 31 lightning damage.
Azri casts Searing Light.
Azri hits Something for 83 light damage.
Azri's darkness area effect hits Azri for 22 darkness damage.
Talent Moonlight Ray is ready to use.
Azri's darkness area effect hits Azri for 22 darkness damage.
Azri speeds up.
Azri picks up (C.): Bregoyalach the hardened leather armour (14 def, 6 armour).
Talent Searing Light is ready to use.
Talent Shadow Blast is ready to use.
Azri casts Healing Light.
Azri receives 173 healing.
Talent Healing Light is ready to use.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!







































