









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Improved Auto-explore and Rest vNext 1.7.6Quality of Life improvements for resting and auto-exploring. All credit to improved-restauto & the many authors who actually wrote this. 0.0.1: - Tweak Player.lua code to match latest code from upstream - Remove Restart Sustains compatibility which really just dropped this Mods entire reason for existing - Remove PartyLore which did nothing different than upstream, but lost some functionality - Update PlayerExplore from upstream See "improved-restauto" http://forums.te4.org/viewtopic.php?f=50&t=44401 for orig version OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
 Known bugs:
 Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature 
 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. 
 
 
 
 
 
 
 
 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.7.6Donators/Buyers bonus! Brightwood UI 1.7.6Brightwood UI - originally by daftigod. OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Female | 
| Race | Cornac | 
| Class | Cultist of Entropy | 
| Level / Exp | 21 / 51% | 
| Size | medium | 
| Lifes / Deaths | Killed by Eilinabeth the dredge captain at level 21 on the 4th Allure 123rd year of Ascendancy at 12:43/ 2 Killed by Adasewyn the ghoul at level 21 on the 4th Allure 123rd year of Ascendancy at 13:04 | 
Primary Stats
| Strength | 14 (base 10) | 
| Dexterity | 17 (base 10) | 
| Constitution | 19 (base 10) | 
| Magic | 57 (base 50) | 
| Willpower | 20 (base 10) | 
| Cunning | 55 (base 42) | 
Resources
| Life | -42/354 | 
| Insanity | 45/100 | 
| Healing Factor | 1.0791723257555 | 
| Regeneration | 4.5864823844611 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -4.4408920985006E-14% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
Offense: Mainhand
| Damage | 29 | 
| Accuracy | 25 | 
| Crit Chance | 23% | 
| APR | 8 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 44 | 
| Crit Chance | 18% | 
| Speed | 1 | 
| Cooldown Reduction | 10 | 
Offense: Mind
| Mindpower | 36 | 
| Crit Chance | 18% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | 0% | 
| Light | +3% | 
| Blight | +3% | 
| Physical | +15% | 
| Fire | +27% | 
| All | 0% | 
Offense: Damage Penetration
| Blight | +15% | 
| Mind | +5% | 
Defense: Base
| Armour (hardiness) | 24.302100788423 (35.65183292883%) | 
| Defense | 47 | 
| Ranged Defense | 47 | 
| Fatigue | 0 | 
| Physical Save | 20 | 
| Spell Save | 29 | 
| Mental Save | 23 | 
Defense: Resistances
| Acid | + 15%( 70%) | 
| Light | + 8%( 70%) | 
| Lightning | + 34%( 70%) | 
| Cold | + 22%( 70%) | 
| Physical | + 3%( 70%) | 
| Fire | + 24%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Pinning Resistance | 50% | 
| Poison Resistance | 50% | 
| Stun Resistance | 21% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 567 life over 5 turns. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 13 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 526 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 464% 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 Constitution stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 11 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 20 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. | 
Class Talents
| Demented / Oblivion | 1.30 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Demented / Madness | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Demented / Entropy | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Demented / Nether | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Demented / Rift | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Demented / Timethief | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Void | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Generic Talents
| Demented / Doom | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Calamity | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Spell / Staff combat | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Beyond sanity | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Twofold Curse | 
| talent | Grand Oration | 
| talent | Revelation | 
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 | 
| 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 failed to protect the lone alchemist from death by Forest Troll Hedge-Wizard.Escort: lone alchemist (level 3 of Trollmire) | failed | 
| You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul.Escort: repented thief (level 2 of Ruins of Kor'Pul) As a reward you improved talent Misdirection (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Trollmire.Escort: repented thief (level 2 of Trollmire) As a reward you improved talent Track (+1 level(s)). | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it?Hunt for the legendary Plumpkin! You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one 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.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed warg claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' 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 orc heart. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active | 
| A huge mindless and corrupted worm is heading toward Kroshkkur!The Worm That Devours It has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done | 
| 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 'Frozenwake' (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Cun +3, Dex +3 offense ------ Damage +3% fire defense ------ Armor +1 Resistance +9% lightning, +15% fire +6% cold Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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. | 
| Light source |  Hanohell 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Mind Crit +2% defense ------ Crit Resistance 5.00% Life +42.00 Life Regen +4.00 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 |  Singesever (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Dex +2, Mag +2, Cun +3 offense ------ Spellpower/crit +4 Ignore Armor +4 When Hit 4 arcane defense ------ Armor +1 Fatigue +1% Resistance +12% acid, +3% fire A cap made of leather. | 
| Tool |  Urtherand the iron pickaxe (dig speed 29 turns) 3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats Str +1, Con +4 offense ------ Physical Crit +3.0% Damage +3% blight Ignore resists +15% blight Accuracy +15 (+7 eff.) defense ------ Defense +5 (+2 eff.) Physical save +3 (+1 eff.) other ------- Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  Gysus 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats Str +1, Wil +5, Cun +4 offense ------ Physical Crit +1.0% Critical power +10.00% Mindpower +11 (+5 eff.) Accuracy +5 (+2 eff.) defense ------ Defense +10 (+3 eff.) Rings make your fingers look great! | 
| On fingers |  Isawen the copper ring 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats Con +3 offense ------ Physical Crit +2.0% Damage +3% physical defense ------ Resistance +3% acid Physical save +6 (+3 eff.) Spell save +12 (+6 eff.) Rings make your fingers look great! | 
| Around waist |  Mayutira the rough leather belt 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats Con +2 offense ------ Physical Power +10 (+5 eff.) Damage +12% physical defense ------ Defense +15 (+5 eff.) Resistance +6% fire, +6% cold Unlife -40.00 life A belt that goes around your waist. | 
| In main hand |  Prismonslaught the yew vilestaff (24-29 power, 4 apr, fire element) 5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 24.0 - 28.8 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 Mag +2, Wil +3 offense ------ Spell Crit +3% Spellpower +17 (+6 eff.) Damage +24% fire Ignore resists +5% mind defense ------ Resistance +3% light other ------- Mana/turn +0.15 Max mana +57.00 Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
| On hands |  radiant rough leather gloves (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 5 light Damage +3% light defense ------ Armor +1 Resistance +5% light 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 |  Eel-skin armour (16 def, 0 armour) 9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats Cun +3, Dex +2 defense ------ Defense +16 (+5 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 43.97 to 131.92 lightning damage (87.95 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. | 
| Cloak |  Xanyrikira the linen cloak (1 def, 6 armour) 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Str +2, Mag +1, Wil +2 offense ------ Mind Crit +2% Mindpower +5 (+2 eff.) defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Deludorand 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats Mag +2 defense ------ Armor +2 Resistance +10% lightning, +3% physical Stun Resist +21% other ------- Stamina/turn +2.00 Amulets make your neck look great! | 
Inventory
|  healing infusion of the wizard (heal 158; cd 15) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 158 then cleanse 1 wound, poison, and disease effect. 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. | 
|  heroism infusion of the psychic (die at -184; dur 6; cd 28) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -184 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 368 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower 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 titan (heal 188; 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 188 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions | 
|  shatter afflictions rune of the duelist (absorb 46; cd 12) 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 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 46 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions | 
|  cleansing copper amulet 0.1 Encumbrance T1 amulet jewelry [Ego] Disrupt While equipped: defense ------ Resistance +11% nature, +10% blight Poison Resist +24% Disease Resist +21% Amulets make your neck look great! | 
|  copper amulet of the eclipse 0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane While equipped: offense ------ On-Hit 7 light, 6 darkness Damage +6% light, +5% darkness When Hit: * 6% chance to reduce damage dealt by 20% * 5% chance to blind Amulets make your neck look great! | 
|  stabilizing copper amulet of strength (+3) 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Str +3 defense ------ Resistance +13% temporal Pinning Resist +21% Knockbk Resist +23% Amulets make your neck look great! | 
|  Belimina the Glowviper 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats Str +2 defense ------ Armor +4 Resistance +3% light Crit Resistance 15.00% other ------- Infravision +1 Rings make your fingers look great! | 
|  copper ring 0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! | 
|  wizard's copper ring 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats Mag +3 defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! | 
|  Blazedream the elm vilestaff (10-12 power, 2 apr, darkness element) 5.0 Encumbrance T1 staff 2H weapon [Rare] 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 +3 (+1 eff.) Damage +3% blight, +10% darkness When Hit 2 light defense ------ Armor +3 Hardiness +3% Physical save +3 (+1 eff.) Spell save +9 (+4 eff.) other ------- Vim-on-crit +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  elm vilestaff (10-12 power, 2 apr, acid element) 5.0 Encumbrance T1 staff 2H weapon [Normal] 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 +3 (+1 eff.) Damage +10% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  manaburning steel greatsword of shearing (25-40 power, 2 apr) 3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego+] Disrupt/Master Weapon Damage 25.0 - 40.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +20 item manaburn arcane On Hit: * 20 arcane resource burn While equipped: offense ------ Ignore resists +10% all Accuracy +13 (+6 eff.) Ignore Armor +10 Massive two-handed swords. | 
|  Rags of the Sanctuary (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Cosmetic Item] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  spellwoven linen robe of blight (+10%) (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +2 (+1 eff.) Damage +10% blight defense ------ Resistance +10% blight, +7% all Spell save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  dreamer's cashmere robe (0 def, 0 armour) 2.0 Encumbrance T3 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +12% darkness, +13% mind +11% all Physical save +10 (+5 eff.) Spell save +15 (+7 eff.) Mind save +28 (+14 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  nightruned rough leather belt 1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Resistance +5% light, +6% darkness A belt that goes around your waist. | 
|  noble's rough leather belt 1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats Cun +4, Wil +3 offense ------ Against +17% Summoned defense ------ Resist Against +20% Summoned A belt that goes around your waist. | 
|  linen cloak of Iron Throne (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats Str +1, Con +1 defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Branutogen the Filthgore (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Lck +5, Dex +5 offense ------ Damage +3% nature Ignore resists +5% nature When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 50% defense ------ Armor +1 Crit Resistance 5.00% Stealth +7 A pair of boots made of leather. | 
|  pair of rough leather boots 'Nerykira' (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Armor +1 Mind save +3 (+1 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +0.40 Max stamina +22.00 A pair of boots made of leather. | 
|  Zubatta the linen wizard hat (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats Cun +3 offense ------ Damage +3% acid defense ------ Defense +1 (+0 eff.) Resistance +6% light, +6% fire Mind save +6 (+3 eff.) A pointy cloth hat, very wizardly... | 
|  Serpentdash (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Cun +4, Con +3 defense ------ Armor +1 Fatigue +1% Resistance +3% nature other ------- Light +3 A cap made of leather. | 
|  stabilizing rough leather cap (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue +1% Physical save +10 (+5 eff.) A cap made of leather. | 
|  iron helm 'Gowe' (0 def, 3 armour) 3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Nature While equipped: Stats Str +4, Wil +4, Cun +5, Con +4 offense ------ Physical Power +7 (+3 eff.) Ignore resists +25% acid On-Hit (Melee): * 20% chance to reduce armor by 33% defense ------ Armor +3 Fatigue +5% Resistance +7% physical Physical save +6 (+3 eff.) other ------- Light +1 See Invisibility +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  7 agate 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  9 spinel 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. | 
|  7 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. | 
|  6 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. | 
|  9 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. | 
|  2 aquamarine 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Crystal Focus 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. | 
|  279 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. | 
|  Summertide Phial 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  brass lantern 2.0 Encumbrance T1 lite [Normal] While equipped: 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. | 
|  Planar Beacon 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 11 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 124.40 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 124.40 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. | 
|  Demonic Soul 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. | 
|  Camedudin (dig speed 29 turns) 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +6, Cun +4, Con +1 offense ------ Critical power +5.00% Accuracy +3 (+1 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  iron pickaxe 'Corpsewell' (dig speed 37 turns) 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +3 offense ------ Ignore resists +20% nature, +5% cold When Hit 2 cold On-Hit (Melee): * 10% chance to reduce armor by 33% defense ------ Fatigue -5% Resistance +3% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  sapper's iron pickaxe (dig speed 30 turns) 3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats Str +1, Cun +1 offense ------ Accuracy +4 (+2 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  woodsman's iron pickaxe (dig speed 38 turns) 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats Str +1 offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Scrying Orb 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  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. | 
|  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 204/400 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. | 
|  Lightdash [power 25]  (25 cooldown) 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +15% acid defense ------ Resistance +3% light other ------- Light +2 Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  iron torque of psionic shield 'Eriderin' [power 25]  (25 cooldown) 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats Con +3 offense ------ Damage +3% physical defense ------ Resistance +3% nature, +9% fire Disease Resist +20% Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. | 
|  elm wand of shielding [power 110]  (20 cooldown) 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
Achievements
 Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Cult of PuppyGirl the Cornac Cultist of Entropy level 10
29th Haze 122nd year of Ascendancy at 04:36 see stats
 Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Cult of PuppyGirl the Cornac Cultist of Entropy level 20
2nd Decay 122nd year of Ascendancy at 17:39 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Cult of PuppyGirl the Cornac Cultist of Entropy level 10
29th Haze 122nd year of Ascendancy at 21:00 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 Cult of PuppyGirl the Cornac Cultist of Entropy level 10
31st Haze 122nd year of Ascendancy at 15:50 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Cult of PuppyGirl the Cornac Cultist of Entropy level 16
67th Haze 122nd year of Ascendancy at 03:00 see stats
 Unstoppable (Insane (Roguelike) difficulty)
			Returned from the dead.
			Unstoppable (Insane (Roguelike) difficulty)
			Returned from the dead.By Cult of PuppyGirl the Cornac Cultist of Entropy level 21
4th Allure 123rd year of Ascendancy at 12:43 see stats
Log
Adasewyn the ghoul's Beyond the Flesh performs a melee critical strike against Cult of PuppyGirl!
Your shield crumbles under the damage!
The shield around Cult of PuppyGirl crumbles.
Melee retaliation hits Adasewyn the ghoul for 2 arcane damage.
Dark Whispers from Cult of PuppyGirl hits Adasewyn the ghoul for 14 darkness, (3 to psi shield), 5 temporal (19 total damage).
Nihil from Cult of PuppyGirl hits Adasewyn the ghoul for (5 to psi shield), 7 temporal (7 total damage).
Adasewyn the ghoul's Beyond the Flesh hits Cult of PuppyGirl for (19 absorbed), 146 physical, 16 physical (162 total damage).
Cult of PuppyGirl's Reality Fracture hits Adasewyn the ghoul for (2 to psi shield), 2 temporal, 4 darkness (6 total damage).
Prophecy of Ruin from Cult of PuppyGirl hits Adasewyn the ghoul for 29 darkness damage.
Cult of PuppyGirl receives 1 healing from Prophecy of Ruin from Cult of PuppyGirl.
Lava floor burns Cult of PuppyGirl!
LIFE LOST WARNING!
Adasewyn the ghoul hits Cult of PuppyGirl for 63 fire damage.
Connection to online server established.
Cult of PuppyGirl uses Infusion: Movement.
Cult of PuppyGirl is moving at extreme speed!
Cult of PuppyGirl loses 0 health to the entropy.
Talent Dark Whispers is ready to use.
Talent Netherblast is ready to use.
Talent Spatial Distortion is ready to use.
Talent Teleport: Kroshkkur is ready to use.
Deep Wound from Adasewyn the ghoul hits Cult of PuppyGirl for 77 physical damage.
Acid Splash from Adasewyn the ghoul hits Cult of PuppyGirl for 13 acid damage.
Adasewyn the ghoul deactivates Fearscape.
Lava floor burns Cult of PuppyGirl!
Adasewyn the ghoul hits Cult of PuppyGirl for 53 fire damage.
Cult of PuppyGirl the level 21 cornac cultist of entropy was blazed to death by Adasewyn the ghoul on level 1 of Fearscape.
You are brought back from the Fearscape!
Space restabilizes around you.























































