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! 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 
 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 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Turn Log Separator 1.7.6增加回合切换的日志提醒,仅在战斗中生效。在游戏选项-插件界面。 Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. 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:
 More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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. 
 
 
 
 
 
 
 
  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Thalore | 
| Class | Doomed | 
| Level / Exp | 19 / 82% | 
| Size | medium | 
| Lifes / Deaths | Killed by Yvuyatta the rogue at level 19 on the 59th Dusk 122nd year of Ascendancy at 14:36  / 1 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 18 (base 10) | 
| Dexterity | 17 (base 10) | 
| Constitution | 18 (base 10) | 
| Magic | 10 (base 10) | 
| Willpower | 51 (base 39) | 
| Cunning | 63 (base 47) | 
Resources
| Life | -96/406 | 
| Hate | 100/100 | 
| Equilibrium | 0 | 
| Healing Factor | 1.3711363549267 | 
| Regeneration | 6.9242385923798 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| See Invisible | 12 | 
Offense: Mainhand
| Damage | 19 | 
| Accuracy | 32 | 
| Crit Chance | 23% | 
| APR | 15 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 20 | 
| Accuracy | 32 | 
| Crit Chance | 19% | 
| APR | 24 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 5 | 
| Crit Chance | 17% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 45 | 
| Crit Chance | 22% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +4% | 
| Acid | +12% | 
| Light | +10% | 
| Nature | +29% | 
| Mind | +6% | 
| Physical | +8% | 
| Fire | +9% | 
| All | 0% | 
Offense: Damage Penetration
| Acid | +5% | 
| Lightning | +8% | 
| Fire | +5% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 1 (30%) | 
| Defense | 20 | 
| Ranged Defense | 20 | 
| Fatigue | 0 | 
| Physical Save | 23 | 
| Spell Save | 22 | 
| Mental Save | 32 | 
Defense: Resistances
| Acid | + 14%( 70%) | 
| Lightning | + 24%( 70%) | 
| Light | + 31%( 70%) | 
| Nature | + 47%( 70%) | 
| Blight | + 11%( 70%) | 
| Physical | + 4%( 70%) | 
| Cold | + 5%( 70%) | 
| All | + 2%( 70%) | 
Defense: Immunities
| Stun Resistance | 28% | 
| Instadeath Resistance | 100% | 
| Confusion Resistance | 28% | 
| Fear Resistance | 28% | 
| Pinning Resistance | 50% | 
| Poison Resistance | 100% | 
| Knockback Resistance | 38% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 638% 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 Cunning stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 147 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat.  | 
Class Talents
| Cursed / Darkness | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cursed / Shadows | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
| Cursed / Punishments | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Cursed / Force of will | 1.30 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Psionic / Feedback | 1.00 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
| Cursed / Cursed aura | 1.00 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Cursed / Cursed form | 1.00 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Cursed / Gestures | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Antimagic | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Cursed / Dark sustenance | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
| Race / Thalore | 1.00 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
Effects
Quests
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you gained talent category Psionic / Feedback (at mastery 1.00).  | 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 treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe 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 | 
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing.  | done | 
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.  | active | 
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done | 
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 | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died.  | done | 
Equipment
| On feet |  Blazegrinder (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Cun +3 offense ------ Damage +3% fire Ignore resists +5% acid When Hit 2 acid defense ------ Armor +1 Fatigue -4% Resistance +12% acid Physical save +6 (+3 eff.) other ------- Encumbrance +22 See Invisibility +3 A pair of boots made of leather.  | 
| Light source |  Summertide Phial1.0 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.(108 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide.  | 
| On head |  Flamerage the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: offense ------ Damage +12% acid, +6% fire Ignore resists +5% fire On-Hit (Melee): * 20% chance to reduce armor by 10% defense ------ Defense +1 (+1 eff.) Resistance +6% blight, +3% cold +7% nature A pointy cloth hat, very wizardly...  | 
| Tool |  ash totem of healing 'Willowsun' [power 182]  (8/15 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Damage +6% nature defense ------ Resistance +2% physical Knockbk Resist +10% Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers |  Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats Str +4, Wil +4 offense ------ Damage +8% nature, +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it.  | 
| Around waist |  Xyrianor1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats Con +2 offense ------ Mindpower +3 (+1 eff.) Damage +6% mind defense ------ Resistance +9% nature Spell save +3 (+1 eff.) Mind save +6 (+3 eff.) Unlife -60.00 life Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist.  | 
| In main hand |  Serpent's Glare (Madness) (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Curse of Madness Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 127.33 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar.  | 
| On hands |  Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats Cun +4, Wil +4 offense ------ Mindpower +2 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid.  | 
| In off hand |  Eilinawyn the thorny mindstar (Shrouds) (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Str +2, Dex +2, Mag +2 Wil +2, Cun +6, Con +5 offense ------ Mind Crit +3% Critical power +14.00% Mindpower +6 (+2 eff.) On-Hit 10 lightning Damage +4% lightning Ignore resists +8% lightning defense ------ Resistance +7% lightning Life +14.00 Life Regen +0.80 other ------- Light +1 See Invisibility +9 Talents +1 Attune Mindstar Curse of Shrouds 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.  | 
| 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 (+8 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 53.40 to 160.20 lightning damage (106.80 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck.  | 
| Around neck |  restful copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats Wil +3 defense ------ Fatigue -5% Life Regen +1.00 Amulets make your neck look great!  | 
Inventory
 movement infusion of the duelist (speed 601%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 601% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 copper amulet of mastery (0.10 Cursed / Punishments)0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.10 Cursed/Punishments Amulets make your neck look great!  | 
 warrior's steel amulet of cunning (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Cun +3 defense ------ Resistance +7% physical other ------- Stamina/turn +0.40 Amulets make your neck look great!  | 
 gold ring 'Voreyavena'0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +12% darkness +21% physical defense ------ Resistance +24% darkness, +2% physical other ------- Stamina/turn +3.00 Rings make your fingers look great!  | 
 savior's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Physical save +7 (+3 eff.) Spell save +7 (+3 eff.) Mind save +7 (+4 eff.) Blind Resist +22% other ------- Infravision +4 See Stealth +6 See Invisibility +6 Rings make your fingers look great!  | 
 Ragokan the Growthsaw (Shrouds) (44-66 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Rare] Master Weapon Damage 44.0 - 66.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +16 physical On-Hit, radius 1 +12 nature While equipped: offense ------ Physical Crit +2.0% Damage +6% nature defense ------ Physical save +18 (+9 eff.) Curse of Shrouds Massive two-handed battleaxes.  | 
 steel battleaxe of paradox (Corpses) (24-35 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane Weapon Damage 23.5 - 35.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +7 temporal While equipped: defense ------ Resistance +7% temporal Curse of Corpses Massive two-handed battleaxes.  | 
 warbringer's steel battleaxe (Misfortune) (22-32 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Master Weapon Damage 21.5 - 32.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Con +3 offense ------ Physical Power +10 (+6 eff.) Ignore resists +9% physical defense ------ Disarm Resist +21% Curse of Misfortune Massive two-handed battleaxes.  | 
 chilling steel greatsword (Nightmares) (20-32 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane Weapon Damage 20.0 - 32.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +7 cold Curse of Nightmares Massive two-handed swords.  | 
 warbringer's iron greatsword of evisceration (Nightmares) (17-27 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego++] Master Weapon Damage 17.0 - 27.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Critical: * Wound the target dealing 56 physical damage across 5 turns and reducing healing by 50% While equipped: Stats Con +3 offense ------ Physical Crit +9.0% Physical Power +18 (+10 eff.) Ignore resists +7% physical defense ------ Disarm Resist +18% Curse of Nightmares Massive two-handed swords.  | 
 steady yew longbow of acid (Madness)4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +12 acid While equipped: offense ------ Physical Crit +3.0% Damage +20% acid Accuracy +8 (+8 eff.) Curse of Madness Longbows are used to shoot arrows at your foes.  | 
 dwarven-steel longsword 'Shadowstreak' (Misfortune) (24-34 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Rare] Disrupt Weapon Damage 24.0 - 33.6 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +15 item manaburn arcane On Hit: * 15 arcane resource burn While equipped: offense ------ Mindpower +20 (+6 eff.) Damage +12% mind Ignore resists +25% darkness, +10% mind defense ------ Resistance +6% light Curse of Misfortune Sharp, long, and deadly.  | 
 acidic steel mace (Madness) (16-22 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Curse of Madness Blunt and deadly.  | 
 flaming steel mace (Shrouds) (14-20 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +7 fire Curse of Shrouds Blunt and deadly.  | 
 steel mace (Madness) (13-18 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Normal] Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Curse of Madness Blunt and deadly.  | 
 steel mace (Misfortune) (12-17 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Normal] Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Curse of Misfortune Blunt and deadly.  | 
 gifted vined mindstar of life (Madness) (4-5 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +10 (+3 eff.) defense ------ Life +18.00 Life Regen +0.50 other ------- Talents +1 Attune Mindstar Curse of Madness 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.  | 
 horrifying vined mindstar (Misfortune) (4-5 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 5 mind, 5 darkness Damage +4% mind, +4% darkness other ------- Talents +1 Attune Mindstar Curse of Misfortune 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.  | 
 mossy mindstar 'Treestun' (Nightmares) (2-2 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) Damage +3% nature Ignore resists +10% blight On-Hit (Melee): * 20% chance to slow global speed by 55% * 10% chance to reduce strength, dexterity, and constitution by 5 defense ------ Mind save +3 (+2 eff.) other ------- Max psi +12.00 Talents +1 Attune Mindstar Curse of Nightmares 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.  | 
 mossy mindstar (Misfortune) (2-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) other ------- Talents +1 Attune Mindstar Curse of Misfortune 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.  | 
 mossy mindstar (Shrouds) (2-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) other ------- Talents +1 Attune Mindstar Curse of Shrouds 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.  | 
 hardened leather sling of cold (Nightmares)4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +8 cold While equipped: offense ------ Damage +11% cold Curse of Nightmares Slings are used to hurl stones or metal shots at your foes.  | 
 Ememira the ash magestaff (Misfortune) (15-18 power, 3 apr, lightning element)3.0 Encumbrance T2 staff 1H weapon Reqs Mag 16 [Random Unique] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Str +2 offense ------ Spell Crit +8% Critical power +6.00% Spellpower +6 (+3 eff.) Damage +15% lightning Ignore resists +20% physical defense ------ Armor +6 Defense +14 (+7 eff.) other ------- Light +6 Talents +1 Command Staff Curse of Misfortune Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 46.02 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art.  | 
 potent ash vilestaff of might (Madness) (17-20 power, 3 apr, acid element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Weapon Damage 17.0 - 20.4 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 +9% Spellpower +9 (+4 eff.) Damage +17% acid other ------- Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art.  | 
 yew starstaff 'Blindstrike' (Shrouds) (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [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: offense ------ Spell Crit +11% Critical power +13.00% Spellpower +9 (+4 eff.) Damage +26% darkness, +6% light Ignore resists +25% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 23% other ------- Max positive +5.00 Max negative +5.00 Light +1 Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art.  | 
 steel waraxe of persecution (Shrouds) (14-19 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Disrupt Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% Damage Against +7% Unnatural While equipped: Stats Wil +2 Curse of Shrouds One-handed war axes.  | 
 Isliwen the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +6% mind Ignore resists +5% acid When Hit 10 mind On-Hit (Melee): * 20% chance to reduce armor by 10% defense ------ Resistance +7% lightning, +7% temporal +6% acid A belt that goes around your waist.  | 
 cashmere cloak 'Greenoath' (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +3% cold Ignore resists +10% nature, +25% fire defense ------ Defense +10 (+5 eff.) Resistance +18% nature Physical save +9 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 thick linen cloak of protection (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +12% cold Spell save +5 (+2 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Skyraider (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats Wil +2 offense ------ Damage +12% acid, +3% lightning Ignore resists +5% darkness defense ------ Resistance +18% acid, +7% all Mind save +9 (+5 eff.) other ------- EQ when Hit +0.04 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 linen robe of nature (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +11% nature defense ------ Resistance +16% nature, +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 verdant woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats Con +2 offense ------ Damage +5% nature defense ------ Resistance +9% all Poison Resist +23% Disease Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Bokilesin the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Mind Crit +2% defense ------ Armor +3 Resistance +3% temporal, +12% light +7% fire, +6% nature +10% cold other ------- Max psi +10.00 Infravision +1 A pair of boots made of leather.  | 
 Unlightonslaught the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Rare] Nature While equipped: Stats Dex +2, Mag +4, Cun +5 offense ------ Move Speed +10% On-Hit (Melee): * 10% chance to reduce damage dealt by 23% defense ------ Armor +4 Fatigue -3% Resistance +3% nature Life +37.00 other ------- Stamina/turn +0.60 See Invisibility +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 grounding pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% lightning, +5% temporal other ------- Stamina/turn +0.30 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 miner's pair of rough leather boots of speed (0 def, 2 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +2 other ------- Infravision +2 A pair of boots made of leather.  | 
 scholar's pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Ego] Arcane/Master While equipped: offense ------ Spellpower +4 (+2 eff.) defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Duathelkiss (0 def, 4 armour)3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats Dex +5 offense ------ Damage +6% darkness, +15% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 23% defense ------ Armor +4 Fatigue +4% Resistance +15% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Glitterbliss (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats Str +2 offense ------ Damage +9% blight, +12% arcane +9% light Ignore resists +5% light When Hit 4 light defense ------ Armor +3 Fatigue +3% other ------- Mana-on-crit +1.00 A cap made of leather.  | 
 dwarven-steel helm of constitution (+4) (0 def, 4 armour)3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Ego] Master While equipped: Stats Con +4 defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 grounding rough leather cap of absorption (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +5% lightning, +6% temporal other ------- Stamina when Hit +0.80 EQ when Hit +1.00 A cap made of leather.  | 
 hardened leather cap 'Borylin' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats Str +3 defense ------ Armor +3 Fatigue +3% Resistance +6% temporal, +9% darkness +3% fire, +9% nature +12% cold A cap made of leather.  | 
 rough leather cap of constitution (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats Con +3 defense ------ Armor +1 Fatigue +1% A cap made of leather.  | 
 stabilizing iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Ego] Master While equipped: defense ------ Armor +3 Fatigue +5% Physical save +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 cleansing steel mail armour of Eyal (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego+] Nature/Disrupt While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% nature, +11% blight Life +27.00 Life Regen +2.00 Healmod +11% A suit of armour made of mail.  | 
 steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Normal] While equipped: defense ------ Armor +9 Fatigue +22% A suit of armour made of metal plates.  | 
 steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Normal] While equipped: defense ------ Armor +9 Fatigue +22% A suit of armour made of metal plates.  | 
 8 agate0.0 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.  | 
 138 alchemist agate0.0 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.  | 
 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2 Wil +2, Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2 Wil +2, Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 iron pickaxe 'Ce'Nonne' (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats Str +1, Cun +1, Mag +3 offense ------ Damage +5% nature On-Hit (Melee): * 20% chance to slow global speed by 55% defense ------ Resistance +11% nature other ------- See Invisibility +6 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 8 spinel0.0 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.  | 
 brass lantern2.0 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.  | 
 bright brass lantern2.0 Encumbrance T1 lite [Ego] Master While equipped: 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 Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 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 Chest2.0 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.  | 
 Torchbreeze the steel torque of psionic shield [power 55]  (8/25 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +6% nature, +6% fire When Hit 2 fire defense ------ Resistance +9% fire Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 8 ametrine0.0 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 citrine0.0 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.  | 
Achievements
			Antimagic! (Insane (Roguelike) difficulty)
			Completed antimagic training in the Ziguranth camp.By Sckadi the Thalore Doomed level 19
51st Dusk 122nd year of Ascendancy at 16:33 see stats
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Sckadi the Thalore Doomed level 13
8th Flare 122nd year of Ascendancy at 20:13 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Sckadi the Thalore Doomed level 10
4th Mirth 122nd year of Ascendancy at 15:55 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Sckadi the Thalore Doomed level 10
5th Mirth 122nd year of Ascendancy at 10:41 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Sckadi the Thalore Doomed level 15
8th Dusk 122nd year of Ascendancy at 10:28 see stats
Log
Sckadi receives 5 healing.
------Player Action Start------
Thaurhereg casts Soul Rot.
You have deflected 115 incoming damage!
Thaurhereg's Soul Rot hits Sckadi for (115 deflected), 119 blight (119 total damage).
------Player Action End------
Yvuyatta the rogue receives 33 healing from Temporal Restoration Field.
Something hits Sckadi for 17 cold damage.
Something shoves Giant blue ant aside.
Yvuyatta the rogue casts Lightning.
Thaurhereg casts Blood Grasp.
Yvuyatta the rogue hits Sckadi for 110 lightning damage.
Yvuyatta the rogue hits Shadow for 0 lightning damage.
Black ooze misses Sckadi.
Thaurhereg's Blood Grasp hits Sckadi for 164 blight damage.
Thaurhereg receives 34 healing from Thaurhereg's Blood Grasp.
Arcane Vortex from Yvuyatta the rogue hits Shadow for 0 arcane damage.
Arcane Vortex from Yvuyatta the rogue hits Sckadi for 15 arcane damage.
------Game Turn Changed!------
Sckadi receives 7 healing.
------Player Action Start------
------Player Action End------
Thaurhereg casts Manathrust.
You have deflected 25 incoming damage!
Yvuyatta the rogue receives 33 healing from Temporal Restoration Field.
Thaurhereg hits Sckadi for (25 deflected), 87 arcane (87 total damage).
Yvuyatta the rogue casts Manathrust.
Yvuyatta the rogue hits Sckadi for 74 arcane damage.
Sckadi the level 19 thalore doomed was dweomered to death by Yvuyatta the rogue on level 1 of The Maze.









































































































