









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 | 
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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. 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:
 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:
 ZOmnibus Addon Pack 1.5.0Combines 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: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Shalore | 
| Class | Sun Paladin | 
| Level / Exp | 13 / 31% | 
| Size | medium | 
| Lifes / Deaths | Killed by Merking at level 13 on the 65th Dusk 122nd year of Ascendancy at 16:473 / 1 | 
Primary Stats
| Strength | 28 (base 29) | 
| Dexterity | 11 (base 10) | 
| Constitution | 14 (base 10) | 
| Magic | 51 (base 39) | 
| Willpower | 16 (base 10) | 
| Cunning | 11 (base 10) | 
Resources
| Life | 382/382 | 
| Positive | 35/36 | 
| Stamina | 151/151 | 
| Healing Factor | 1.4526086956522 | 
| Regeneration | 1.6705 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
Offense: Mainhand
| Damage | 52 | 
| Accuracy | 13 | 
| Crit Chance | 10% | 
| APR | 11 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 37 | 
| Crit Chance | 7% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 15 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +13% | 
| Light | +14% | 
| Arcane | +4% | 
Defense: Base
| Armour (hardiness) | 16 (60%) | 
| Defense | 12 | 
| Ranged Defense | 15 | 
| Fatigue | 0 | 
| Physical Save | 24 | 
| Spell Save | 29 | 
| Mental Save | 32 | 
Defense: Resistances
| Blight | + 20%( 70%) | 
| Cold | + 31%( 70%) | 
| All | 0%( 70%) | 
| Darkness | + 3%( 70%) | 
| Light | + 18%( 70%) | 
| Temporal | + 6%( 70%) | 
| Lightning | + 10%( 70%) | 
| Fire | + 12%( 70%) | 
| Nature | + 20%( 70%) | 
Defense: Immunities
| Disarm Resistance | 20% | 
| Pinning Resistance | 22% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 20% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 426% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. 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: Shielding Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 266 damage for 4 turns. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. | 
Class Talents
| Technique / Combat veteran | 1.10 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Crusader | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Combat | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Celestial / Sun | 1.30 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Shield offense | 1.10 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Two-handed assault | 1.10 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Celestial / Light | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Celestial / Chants | 1.30 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Shalore | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.10 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
Effects
| talent | Second Life | 
| talent | Weapon of Light | 
| talent | Chant of Fortitude | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire.Escort: lost anorithil (level 2 of Trollmire) As a reward you improved talent Bathe in Light (+1 level(s)). | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom.Escort: lost sun paladin (level 1 of Heart of the Gloom) As a reward you improved talent Chant of Fortitude (+1 level(s)). | done | 
| You successfully escorted the lost tinker to the recall portal on level 2 of Heart of the Gloom.Escort: lost tinker (level 2 of Heart of the Gloom) | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late.Serpentine Invaders Locate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active | 
| 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 Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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 greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed chunk of ghoul flesh. | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 2 lumberjacks have died. | done | 
Equipment
| On feet |  pair of iron boots of uncanny dodging (3 def, 3 armour) 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +3 (+3 eff.) Rng.Def +3 (+3 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  Lightningnull the brass lantern 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% darkness +3% fire Phys.save +6 (+3 eff.) Heal.mod +12% ---------- misc Light +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. | 
| On head |  Cloud Caller (0 def, 0 armour) 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 22.63 to 67.90 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. | 
| Tool |  tentacled elm totem of thorny skin [power 15]  (20 cooldown) 2.0 T1 totem charm [Ego+] Nature While equipped: ---------- misc Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  wizard's steel ring of pilfering 0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Acc +8 (+7 eff.) Apr +9 ----- def ----- Defense +8 (+8 eff.) Spell.save +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 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. Rings can have magical properties. | 
| On fingers |  savior's copper ring of tenacity 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Max.HP +21.00 Disarm- +20% Pinning- +22% Knockbk- +20% Rings can have magical properties. | 
| Around waist |  Girdle of the Calm Waters 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. | 
| In main hand |  flaming dwarven-steel greatsword of massacre (51.5-82.4 power, 2 apr) 3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 51.5 - 82.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed swords. | 
| On hands |  radiant iron gauntlets of magic (+3) (0 def, 1 armour) 1.5 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 5 light Dmg.mod +4% arcane +4% light ----- def ----- Armour +1 Resists +5% light Metal gloves protecting the hands up to the middle of the lower arm. | 
| Main armor |  Robes of Deflection (0 def, 7 armour) 2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +7 Hardiness +30% On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. | 
| Cloak |  thick linen cloak of Iron Throne (1 def, 5 armour) 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% 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 |  Urthiyathel the copper amulet 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Fatigue -5% Resists +9% fire +3% light +6% temporal HP.reg +0.90 Amulets can have magical properties. | 
Inventory
|  insidious poison infusion of the titan (14 nature damage, 20% healing reduction) 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 21 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 14.00 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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 ability. | 
|  heroism infusion of the wizard (+12 for 8 turns, die at -509) 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 8 turns. While Heroism is active, you will only die when reaching -509 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. | 
|  heat beam rune (40 fire damage) 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  vision rune of the wizard (radius 8; dur 12; see humanoid) 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 18) for 12 turns. Your mind will become more receptive for 12 turns, allowing you to sense any humanoid around. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  clarifying copper amulet of dexterity (+2) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% mind Confus- +21% Amulets can have magical properties. | 
|  copper amulet of mastery (0.10 Technique / Combat techniques) 0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Technique/Combat techniques Amulets can have magical properties. | 
|  restful copper amulet of constitution (+3) 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Fatigue -5% HP.reg +1.00 Amulets can have magical properties. | 
|  restful copper amulet of mastery (0.12 Cunning / Survival) 0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +0.90 ---------- misc Masteries +0.12 Cunning/Survival Amulets can have magical properties. | 
|  mindweaver's steel amulet of soulsearing 0.1 T2 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +1 Wil dps ---------- Crit.mult +11.00% Spell.pwr +5 (+3 eff.) Mind.pwr +6 (+5 eff.) Dmg.mod +5% blight +6% fire ----- def ----- Mind.save +5 (+2 eff.) Confus- +13% Amulets can have magical properties. | 
|  steel amulet 0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. | 
|  copper ring of power 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+5 eff.) Rings can have magical properties. | 
|  mule's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Rings can have magical properties. | 
|  mule's copper ring of lightning (+22%) 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Fatigue -5% Resists +22% lightning ---------- misc Max.enc +20 Rings can have magical properties. | 
|  short ash magestaff of illumination (15-18 power, 3 apr, fire element) 5.0 T2 staff 1H weapon [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% fire On Hit (Melee): * 5% chance to blind ----- def ----- Defense +9 (+8 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 61.06 light damage. Staves designed for wielders of magic, by the greats of the art. | 
|  balanced steel battleaxe of the leech (20-30 power, 2 apr) 3.0 T2 battleaxe 2H weapon [Ego+] Disrupt/Master Power 20.0 - 30.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% On Hit: * Slows global speed by 10% * leeches stamina from the target While equipped: dps ---------- Acc +9 (+7 eff.) Melee Ret 10 nature slow ----- def ----- Defense +9 (+8 eff.) Disarm- +28% Massive two-handed battleaxes. | 
|  acidic coral trident (15-24 power, 6 apr) 3.0 T1 trident 2H weapon [Ego] Arcane Power 15.0 - 24.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +1.5% Atk.spd 100% Melee+ +7 acid On Crit: * splashes the target with acid A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. | 
|  hateful steel mace of massacre (21-29.4 power, 3 apr) 3.0 T2 mace 1H weapon [Ego] Master/Psionic Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 darkness Against +8% Living Blunt and deadly. | 
|  steel mace (14.5-20.3 power, 3 apr) 3.0 T2 mace 1H weapon [Normal] Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. | 
|  steel dagger of massacre (18.5-24.05 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Power 18.5 - 24.1 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. | 
|  Silk Current (12 def, 0 armour) 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+10 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. | 
|  cleansing cured leather armour of clarity (2 def, 4 armour) 9.0 T2 light armor [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +7% Resists +10% blight +10% nature +6% mind Mind.save +12 (+6 eff.) A suit of armour made of leather. | 
|  cured leather armour of fire resistance (2 def, 4 armour) 9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +7% Resists +17% fire A suit of armour made of leather. | 
|  prismatic steel mail armour of delving (2 def, 6 armour) 14.0 T2 heavy armor [Ego+] Arcane/Master While equipped: Stats +5 Str ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +14% Resists +5% physical +21% darkness +12% light ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. | 
|  rejuvenating steel mail armour of resilience (2 def, 6 armour) 14.0 T2 heavy armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +14% Max.HP +21.00 HP.reg +2.00 ---------- misc Stam/turn +0.60 A suit of armour made of mail. | 
|  steel mail armour of acid resistance (2 def, 6 armour) 14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +14% Resists +17% acid A suit of armour made of mail. | 
|  Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+2 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. | 
|  psychic's rough leather gloves of strength (+2) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 mind Dmg.mod +3% mind ----- def ----- Armour +1 Resists +5% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  steady iron gauntlets of dexterity (+3) (0 def, 1 armour) 1.5 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +16 (+11 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +23% Metal gloves protecting the hands up to the middle of the lower arm. | 
|  linen wizard hat of light (+16%) (1 def, 0 armour) 2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Defense +1 (+1 eff.) Resists +16% light A pointy cloth hat, very wizardly... | 
|  insulating rough leather cap of constitution (+3) (0 def, 1 armour) 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +6% cold A cap made of leather. | 
|  iron helm 'Yvuma' (3 def, 3 armour) 3.0 T1 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Armour +3 Defense +3 (+3 eff.) Rng.Def +3 (+3 eff.) Fatigue +5% Resists +6% cold +5% fire +2% physical ---------- misc Max.stam +5.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  Deepsfiend the brass lantern 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% ----- def ----- Resists +9% darkness Phys.save +6 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Light +2 See.Stealth +7 See.Invis +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. | 
|  Islinn 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +3% physical ----- def ----- Resists +3% acid Phys.save +6 (+3 eff.) Heal.mod +31% ---------- misc Light +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. | 
|  brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. | 
|  brass lantern 'Skywitch' 2.0 T1 lite [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.pwr +2 (+2 eff.) Dmg.mod +12% lightning On Hit (Melee): * 30% chance to daze at end of turn ---------- misc 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. | 
|  survivor's brass lantern of health 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +40.00 Heal.mod +10% ---------- misc Light +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. | 
|  Blazeblow 1.0 T3 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +8% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% nature +3% fire +9% darkness +3% light ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  miner's iron pickaxe (dig speed 28 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  rushing elm totem of cure ailments [power 1]  (10 cooldown) 2.0 T1 totem charm [Ego+] Nature While equipped: ---------- misc Talents +2 Rushing Claws Cooldown Rushing Claws -1 Remove up to 1 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  ash totem of thorny skin [power 25]  (20 cooldown) 2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  quick elm wand of clairvoyance [power 8]  (5 cooldown) 2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 8, power 62 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 5 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
Achievements
 Curse Lifter
			Killed Ben Cruthdar the Cursed.
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Merking the Shalore Sun Paladin level 13
48th Dusk 122nd year of Ascendancy at 22:50 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Merking the Shalore Sun Paladin level 10
9th Flare 122nd year of Ascendancy at 12:56 see stats
 Lost in translation
			Destroyed the naga portal in the slazish fens and got caught in the after-effect.
			Lost in translation
			Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Merking the Shalore Sun Paladin level 3
78th Pyre 122nd year of Ascendancy at 04:58 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By Merking the Shalore Sun Paladin level 9
10th Mirth 122nd year of Ascendancy at 16:43 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By Merking the Shalore Sun Paladin level 13
60th Dusk 122nd year of Ascendancy at 17:00 see stats
Log
Talent Healing Light is ready to use.
Talent Weapon of Wrath is ready to use.
Talent Weapon of Light is ready to use.
Talent Chant of Fortitude is ready to use.
Talent Infusion: Wild is ready to use.
Talent Grace of the Eternals is ready to use.
Talent Second Life is ready to use.
Saving done.
Rested for 197 turns (stop reason: all resources and life at maximum).
You may not auto-explore this level.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You may not auto-explore this level.
Merking activates Chant of Fortitude.
Merking activates Second Life.
Merking casts Healing Light.
Merking receives 205 healing.
Merking activates Weapon of Light.
There is a A mysterious hole in the beach here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.
Saving game...
Saving done.
Merking deactivates Weapon of Light.
Merking deactivates Chant of Fortitude.
Merking deactivates Second Life.










































