








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 | 
| Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: VampireLord 1.5.3VampireLord class Walk the path of a true vampire lord ! Feast upon your prey, thus increasing your blood pool, drag their corps in you shadow, later you can extract blood from those, event get stats and talent points from them. feedback and comment are welcomed on the relater forum thread changelog    v a3.0: (we hunger update) + missing updates
     -manipulation implemented (a rip-off form the gloom talent tree with a necrotic aura twist
     -added talent tree spell/animous
     -added talent tree cursed/fear
     -shadowrift implemented (a rip-off from shadowwraith tree at the expanse of blood)
     -adding of hunger ... every x turn a percentage of your blood will be conssumed to sustain you hunger
     -tweaked other things
   v a2.6:
     -fixed onTakeHit superload (thanks to StarKeep)
   v a2.5:
     -re-ajusted "sadism" talents cost
 
   v a2.4:
     -fixed exangation dialogue box resolve
   v a2.3:
     -preUseTalent and postUseTalent should work well now!
   v a2.2:
     -fix of misstyping (preUseTalent)
   v a2.1:
     -fixed talents requirement and order for "sadism" talent tree.
   v a2.0:
     -talent tree "sadism" unleached !!!
   v a0.3:
     -prevented summons to be added to corpse pool (need to be tested)
   v a0.2:
     -spellcheck
   v a0.1:
     -the backbone are stuffed
implemented: blood pool: a resource that add to life, as long as you have blood in your blood pool damage dealt to you will apply on your blood pool instead of your life. sanguinism talent tree - Feast: - Empowerment: - Exsanguation: - Blood Bound: x decrease with talent level while percentage increase. sadism talent tree: -tribute: pay a percentage of your max health to inflict to the target damage based on his max health. -stupeffy: pay a percentage of your max health to cause an aoe that hav a chance to inflict fear to all creature in it plus minorely damaging them. -blood river: pay a percentage of your max blood to cause a large blight aoe that heal you of a percentage of the damage inflicted with it. -pike jungle: pay a percentage of your max health to cause a small pinnig aoe that deal medium phisical damage =Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Acid Trees for Archmage 1.4.0Adds two acid trees for Archmages, allowing them to deal acid damage. Compatible with Arcanum. Ashes of Urh'Rok 1.5.0Official 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:
 Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Class Start Priority 1.4.9Edits class birth descriptions to ignore the lore-based race checks when assigning the starting zone. Any race that is not flagged with a no-start-override (i.e. all standard races aside from undead) will now be able to begin in class-based starting areas, such as those for Archmages and Chronomancers. Notably, this should allow most addon races to access these starting areas. Pepper Pack 1.5.5Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes: 
 Forbidden Cults 1.5.9Official 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. 
 
 
 
 
 
 
 
 Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
 Select your Escorts 1.5.0Allows 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. Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Spell Merchants 1.0.1 Steam-Chemist 1.5.5Adds a new class, the Steam-Chemist (A tinker who picked up alchemy) also attempts to revise alchemist with some quality of life and balance changes. Steamchemists:  One new talent tree : Shrapnel  In addition, they have access to many steam categories. Alch revision description : Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system. Idea is to make mana the limiting factor of alchemists,  1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0:  0.9.10: 0.7.1  0.7.0 -  Overall : -To make throw bomb's damage scaling smoother gems now give these bonusese to damage of throw bomb per tier : + 20%, +35%, +50%, +65%, +70%, with bomb Gems such as diamonds which gave a +% modifier now have that added directly to their power :  Totally revised Explosion Expert, based largely on Minmay's version of the spell Alchemist : Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : Stone Alchemy : Warning : Still needs balancing Prodigy Tweaks 1.5.5 Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes:  | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Female | 
| Race | Higher | 
| Class | Woodsman | 
| Level / Exp | 9 / 42% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded  / 0 | 
Primary Stats
| Strength | 34 (base 33) | 
| Dexterity | 34 (base 33) | 
| Constitution | 42 (base 33) | 
| Magic | 38 (base 34) | 
| Willpower | 40 (base 33) | 
| Cunning | 42 (base 33) | 
Resources
| Mana | 333/333 | 
| Equilibrium | 0 | 
| Life | 1006/1006 | 
| Stamina | 309/309 | 
| Melody | 138/138 | 
| Healing Factor | 1.5264150943396 | 
| Regeneration | 32.273788372191 | 
Speed
| Mental | +200% | 
| Attack | +200% | 
| Movement | +52.5% | 
| Spell | +200% | 
| Global | +140% | 
Vision
| Sight | 11 | 
| Lite | -998 | 
| Infravision | 16.241024410652 | 
| See Stealth | 69.308051078464 | 
| See Invisible | 75.308051078464 | 
| Stealth | 52.974206957692 | 
Offense: Mainhand
| Damage | 52 | 
| Accuracy | 57 | 
| Crit Chance | 21% | 
| APR | 69 | 
| Speed | 0.33 | 
Offense: Offhand
| Damage | 31 | 
| Accuracy | 57 | 
| Crit Chance | 20% | 
| APR | 71 | 
| Speed | 0.33 | 
Offense: Spell
| Spellpower | 48 | 
| Crit Chance | 17% | 
| Speed | 0.33333333333333 | 
| Cooldown Reduction | 15.6 | 
Offense: Mind
| Mindpower | 44 | 
| Crit Chance | 17% | 
| Speed | 0.33333333333333 | 
Offense: Damage Bonus
| Acid | +16% | 
| Blight | +16% | 
| Arcane | +16% | 
| Cold | +16% | 
| Physical | +16% | 
| Lightning | +16% | 
| Light | +16% | 
| Temporal | +16% | 
| Mind | +16% | 
| Darkness | +16% | 
| Fire | +21% | 
| Nature | +52% | 
Offense: Damage Penetration
| Acid | +16% | 
| Blight | +16% | 
| Arcane | +16% | 
| Cold | +16% | 
| Physical | +16% | 
| Lightning | +16% | 
| Light | +16% | 
| Temporal | +16% | 
| Mind | +16% | 
| Darkness | +16% | 
| Fire | +16% | 
| Nature | +16% | 
Defense: Base
| Armour (hardiness) | 71 (100%) | 
| Defense | 58 | 
| Ranged Defense | 61 | 
| Fatigue | 0 | 
| Physical Save | 69 | 
| Spell Save | 69 | 
| Mental Save | 70 | 
Defense: Resistances
| Acid | + 35%(100%) | 
| Cold | + 35%(100%) | 
| Blight | + 35%(100%) | 
| Arcane | + 53%(100%) | 
| Mind | + 35%(100%) | 
| All | + 23%(100%) | 
| Physical | + 35%(100%) | 
| Lightning | + 35%(100%) | 
| Light | + 35%(100%) | 
| Temporal | + 35%(100%) | 
| Sound | + 29%(100%) | 
| Darkness | + 35%(100%) | 
| Fire | + 47%(100%) | 
| Nature | + 49%(100%) | 
Defense: Immunities
| Stun Resistance | 25% | 
| Instadeath Resistance | 100% | 
| Pinning Resistance | 50% | 
| Poison Resistance | 50% | 
| Blind Resistance | 10% | 
Inscriptions (2/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns.  | 
Class Talents
| Technique / Archery - bows | 3.30 | 
  | 3/5 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
| Wild-gift / Summon-commands | 1.41 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Cunning / Poisons | 2.10 | 
  | 5/5 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
| Wild-gift / Summoning (utility) | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Trapping | 1.30 | 
  | 3/5 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
| Cunning / Woodcraft | 2.10 | 
  | 5/5 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
| Spell / Meta | 1.70 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Stealth | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
| Wild-gift / Summoning (melee) | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Air | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
| Technique / Bow flexibility | 1.30 | 
  | 5/5 | 
  | 4/5 | 
  | 2/5 | 
  | 0/5 | 
| Spell / Phantasm | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Earth | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
| Spell / Fire | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
| Spell / Acid | 1.30 | 
  | 5/5 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Water | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
| Technique / Archery prowess | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
| Spell / Arcane | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Performer / Songs | 0.80 | 
  | 5/5 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 2/5 | 
  | 4/5 | 
  | 3/5 | 
  | 3/5 | 
  | 3/5 | 
  | 3/5 | 
| Cunning / Herbalism | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Spell / Aegis | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Wild-gift / Hunter | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
| Spell / Divination | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Higher | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Conveyance | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| talent | Arcane Shield | 
| talent | Apply Poison | 
| talent | Feather Wind | 
| talent | Arcane Power | 
| talent | Stealth | 
| talent | Song of Focus | 
| talent | Numbing Poison | 
| talent | Insidious Poison | 
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 4.9 and stamina regeneration by 1.7. Soothing Darkness | 
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | active | 
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest) | done | 
You successfully escorted the wandering musician to the recall portal on level 4 of Old Forest. Escort: wandering musician (level 4 of Old Forest)As a reward you gained talent category Performer / Songs (at mastery 0.80).  | 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 have explored the Old Forest and vanquished Wrathroot. * 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 Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained!  | active | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key.  | active | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
Equipment
| On feet |  The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world."  | 
| Quiver |  quiver of ash arrows (20/20, 18.5-25.9 power, 7 apr)Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.5 - 25.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 20 Arrows are used with bows to pierce your foes to death.  | 
| On hands |  Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 5 power out of 24/24) : Effective talent level: 3.0 Power cost: 5 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 64.97 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch.  | 
| Tool |  Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.  | 
| Around neck |  copper amulet of mastery (0.11 Wild-gift / Summon-commands)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Wild-gift / Summon-commands Amulets can have magical properties.  | 
| In main hand | arcing ash flute (9.5-11.4 power, 3 apr, sound damage) arcing ash flute (9.5-11.4 power, 3 apr, sound damage)Requires: - Dexterity 11 - Cunning 16 Powered by arcane forces 1.00 Encumbrance. Type: instrument / flute ; tier 2 Base power: 9.5 - 11.4 Uses stats: 30% Dex, 60% Cun Damage type: Sound Mastery: Dagger Mastery Armour Penetration: +3 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning This instrument will act as a bashing device. When wielded/worn: Changes resistances: +8% sound Mental save: +4 (+1 eff.) Mindpower: +4 (+2 eff.) Blunt, short and deadly. Doubles as a woodwind instrument.  | 
| In off hand |  arcing iron dagger of massacre (15-19.5 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Handy Offhand Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +4 lightning This is a bardic weapon. Sharp, short and deadly.  | 
| Main armor |  rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather.  | 
| Light source |  scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Light radius: +2 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.  | 
Inventory
 healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 Rune of Reflection (absorb and reflect 290 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 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 and reflecting at most 290 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune.  | 
 iron dagger (10-13 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Handy Offhand Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% This is a bardic weapon. Sharp, short and deadly.  | 
 elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes.  | 
 mighty elm longbow of coldRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +8 cold When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +2 Str Changes damage: +12% cold Longbows are used to shoot arrows at your foes.  | 
 iron shield (4 def, 2 armour, 23.5 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices.  | 
 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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.  | 
 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 112 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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.  | 
 It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects, costing 6 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.  | 
 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Dragon's Greed (Nightmare (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Lilith Brood the Higher Woodsman level 9
2nd Mirth 122nd year of Ascendancy at 09:11 see stats
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Lilith Brood the Higher Woodsman level 7
77th Pyre 122nd year of Ascendancy at 08:22 see stats
			Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Lilith Brood the Higher Woodsman level 4
76th Pyre 122nd year of Ascendancy at 02:22 see stats
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Lilith Brood the Higher Woodsman level 2
74th Pyre 122nd year of Ascendancy at 21:59 see stats
Log
You gain 2.64 gold from the transmogrification of iron waraxe of the leech (12.5-17.5 power, 2 apr).
You gain 2.92 gold from the transmogrification of chilling steel waraxe of daylight (13-18.2 power, 3 apr).
You gain 0.50 gold from the transmogrification of steel longsword (12-16.8 power, 3 apr).
You gain 0.45 gold from the transmogrification of iron greatmaul of massacre (26.5-39.75 power, 1 apr).
You gain 4.04 gold from the transmogrification of acidic steel greatmaul of the mystic (25-37.5 power, 2 apr).
You gain 1.67 gold from the transmogrification of steel dagger of erosion (12-15.6 power, 6 apr).
You gain 3.07 gold from the transmogrification of arcing iron dagger of the mystic (10-13 power, 5 apr).
You gain 2.43 gold from the transmogrification of mule's steel ring of clarity.
You gain 1.12 gold from the transmogrification of sun infusion of the duelist (rad 5; power 40; turns 5; dispels darkness).
You gain 1.38 gold from the transmogrification of regeneration infusion of the warrior (heal 245 over 5 turns).
There is a way to the old forest here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Saving game...
Lore found: journal entry (old forest)
You can read all your collected lore in the game menu, by pressing Escape.
Accepted quest 'Sher'Tul Fortress'! (Press 'j' to see the quest log)
Ran for 2 turns (stop reason: learnt lore).
Saving done.
Lilith Brood deactivates Arcane Power.
Lilith Brood deactivates Stealth.
Lilith Brood deactivates Numbing Poison.
Lilith Brood deactivates Insidious Poison.
Lilith Brood deactivates Arcane Shield.
Lilith Brood deactivates Apply Poison.
Lilith Brood deactivates Feather Wind.
Lilith Brood deactivates Song of Focus.














































































































