













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 
 
 
 
 
 
 
 
 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Improved Auto-explore and Rest 1.7.2Quality 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 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Drem | 
| Class | Writhing One | 
| Level / Exp | 32 / 5% | 
| Size | medium | 
| Lifes / Deaths | Killed by Elyravena the elven cultist at level 32 on the 27th Dearth 123rd year of Ascendancy at 06:05/ 1 | 
Primary Stats
| Strength | 23 (base 13) | 
| Dexterity | 14 (base 13) | 
| Constitution | 16 (base 13) | 
| Magic | 76 (base 60) | 
| Willpower | 13 (base 10) | 
| Cunning | 78 (base 56) | 
Resources
| Life | -25/1003 | 
| Mana | 161/161 | 
| Steam | 100/100 | 
| Insanity | 90/100 | 
| Healing Factor | 1.2745771506544 | 
| Regeneration | 24.825539818606 | 
Speed
| Mental | -30% | 
| Attack | -30% | 
| Movement | +22.60995032651% | 
| Spell | -30% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
| Infravision | 1 | 
Offense: Mainhand
| Damage | 86 | 
| Accuracy | 47 | 
| Crit Chance | 48% | 
| APR | 37 | 
| Speed | 1.43 | 
Offense: Spell
| Spellpower | 63 | 
| Crit Chance | 30% | 
| Speed | 1.4285714285714 | 
Offense: Mind
| Mindpower | 30 | 
| Crit Chance | 25% | 
| Speed | 1.4285714285714 | 
Offense: Damage Bonus
| Blight | +37% | 
| Physical | +28% | 
| All | +22% | 
| Lightning | +40% | 
| Light | +45% | 
| Temporal | +30% | 
| Darkness | +71% | 
| Fire | +28% | 
| Nature | +31% | 
Offense: Damage Penetration
| Darkness | +10% | 
| Temporal | +10% | 
| All | 0% | 
| Physical | +10% | 
| Fire | +5% | 
| Nature | +5% | 
Defense: Base
| Armour (hardiness) | 30.7725886411 (35.65183292883%) | 
| Defense | 52 | 
| Ranged Defense | 52 | 
| Fatigue | 0 | 
| Physical Save | 38 | 
| Spell Save | 33 | 
| Mental Save | 35 | 
Defense: Resistances
| Acid | + 32%( 70%) | 
| Blight | + 41%( 70%) | 
| Physical | + 22%( 70%) | 
| Cold | + 39%( 70%) | 
| All | + 20%( 70%) | 
| Darkness | + 53%( 70%) | 
| Light | + 37%( 70%) | 
| Temporal | + 27%( 70%) | 
| Fire | + 30%( 70%) | 
| Lightning | + 35%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 66% | 
| Poison Resistance | 50% | 
| Blind Resistance | 20% | 
| Silence Resistance | 35% | 
| Bleed Resistance | 50% | 
| Teleport Resistance | 100% | 
| Disarm Resistance | 80% | 
| Pinning Resistance | 35% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 15% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 351 life over 5 turns. Its effects scale with your Willpower stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. | 
| Runes | Effective talent level: 1.0Rune: Dissipation Use mode: Activated Range: 10 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. | 
Class Talents
| Demented / Tentacles | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| Demented / Path of horror | 1.30 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Demented / Disfigured face | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Friend of the worm | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| Demented / Horrific body | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| Demented / Controlled horrors | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Staff combat | 1.20 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Drem | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.00 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Demented / Beyond sanity | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
Effects
| talent | Defensive Posture | 
| talent | Premonition | 
| talent | Chaos Orbs | 
| talent | Constrict | 
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%.Cripple | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns).Runic Saturation | 
| beneficial effect | 5 stacks, +15% to all damage dealt.Chaos Orbs | 
| beneficial effect | Empowered by the sight of black blood, granting 5% all resistances.Spikeskin | 
| beneficial effect | The target has 13 increased life regeneration.Recovery | 
| beneficial effect | 1 pustules increasing resistance by 3%.Putrescent Pustule | 
| detrimental effect | Badly off balance. Global damage is reduced by 15%.Off-balance | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done | 
| You successfully escorted the injured seer to the recall portal on level 3 of Trollmire.Escort: injured seer (level 3 of Trollmire) As a reward you improved talent Premonition (+1 level(s)). | done | 
| You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest.Escort: lost tinker (level 2 of Old Forest) As a reward you gained knowledge of tinker technology. | done | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul.Escort: lost warrior (level 2 of Ruins of Kor'Pul) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest.Escort: lost warrior (level 4 of Old Forest) As a reward you improved talent Unflinching Resolve (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 3 of Old Forest.Escort: repented thief (level 3 of Old Forest) As a reward you improved talent Misdirection (+1 level(s)). | done | 
| You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara.Escort: worried loremaster (level 1 of Daikara) As a reward you improved Magic by +5. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| 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 have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| 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 Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed xorn fragment. * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed vial of elder vampire blood. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of fire wyrm saliva. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed ritch stinger. * You've found the needed red crystal shard. | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active | 
| A huge mindless and corrupted worm is heading toward Kroshkkur!The Worm That Devours It has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 3 lumberjacks have died. | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  Pitchstriker the pair of dwarven-steel boots (0 def, 4 armour) 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Physical Crit +1.0% Critical power +20.00% Damage +6% physical Ignore resists +10% physical When Hit 10 darkness defense ------ Armor +4 Fatigue +3% Resistance +2% physical Physical save +9 (+3 eff.) Silence Resist +35% Confus Resist +34% Pinning Resist +15% Stun Resist +38% Knockbk Resist +15% Teleport Resist +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  alchemist's lamp 'Sparkoracle' 1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Physical Power +25 (+6 eff.) Damage +18% lightning defense ------ Armor +8 Defense +20 (+6 eff.) Resistance +12% fire Physical save +10 (+4 eff.) Healmod +22% other ------- Stamina/turn +2.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  Helldare the rough leather cap (0 def, 3 armour) 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +8 Cun offense ------ Spellpower/crit +2 Ignore resists +5% fire defense ------ Armor +3 Fatigue +1% Mind save +12 (+6 eff.) Life +40.00 Blind Resist +20% Pinning Resist +20% other ------- Infravision +1 A cap made of leather. | 
| Tool |  Yvyth (dig speed 38 turns) 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Con defense ------ Fatigue -5% Resistance +3% light +24% cold Life +100.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  Aeryrin the steel ring 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Str offense ------ Mind Crit +4% Critical power +20.00% Physical Power +30 (+7 eff.) When Hit 4 physical defense ------ Armor +8 Defense +15 (+5 eff.) Physical save +9 (+3 eff.) Rings make your fingers look great! | 
| On fingers |  conjurer's copper ring of luminosity 0.1 Encumbrance T1 ring jewelry [Ego++] Arcane While equipped: Stats +5 Wil +6 Mag offense ------ Spellpower +6 (+2 eff.) On-Hit 12 light On-Ranged-Hit 12 light Damage +11% light Rings make your fingers look great! | 
| Around waist |  noble's rough leather belt of unlife 1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +19% Summoned defense ------ Defense +6 (+2 eff.) Resistance +5% blight Resist Against +18% Summoned Slow Projectiles +15% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
| In main hand |  magewarrior's short yew vilestaff of illumination (20-24 power, 20 apr, darkness element) 5.0 Encumbrance T3 staff 1H weapon [Ego+] Nature/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +20 Critical Rate +19.5% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +6% Physical Power +7 (+2 eff.) Spellpower +15 (+4 eff.) Damage +20% darkness Accuracy +7 (+2 eff.) defense ------ Defense +8 (+2 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 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 6 that illuminates the area and deals 109.96 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. | 
| On hands |  Crystle's Astral Bindings (0 def, 0 armour) 1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal Disarm Resist +80% other ------- Negative/turn +0.20 Talents +3 Iron Grip Unarmed combat: Weapon Damage 14.0 - 15.4 Physical Uses 40% Str, 40% Dex, 20% Mag 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust level 1 On Hit: 10% Mind Blast level 1 On Hit: 10% Turn Back the Clock level 1 On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. | 
| Main armor |  Cyritta the Undeathglamour (0 def, 0 armour) 2.0 Encumbrance T2 cloth armor [Random Unique] Arcane While equipped: offense ------ Spellpower +10 (+3 eff.) Damage +12% light +12% darkness +6% fire +9% nature +7% all Ignore resists +5% nature When Hit 2 nature defense ------ Resistance +18% darkness +18% light +9% all Life Regen +6.00 Poison Resist +50% Disease Resist +50% Cut Resist +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak |  Adokira (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Random Unique] Master While equipped: offense ------ Physical Crit +1.0% Critical power +29.00% Physical Power +2 (+0 eff.) Damage +6% blight Accuracy +13 (+4 eff.) Ignore Armor +17 On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 defense ------ Defense +2 (+0 eff.) Fatigue -3% Resistance +6% blight +18% lightning Stealth +17 Stun Resist +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Fanged Collar 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+7 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. | 
Inventory
|  blink rune of the wizard (range 8; phase 19; cd 13) 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 14 Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. 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 spell talent. | 
|  Rune of Reflection (--) 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 480 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. | 
|  Mirror Image Rune (dur 6; cd 24) 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 25 Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune of the wizard (absorb 559; dur 5; cd 16) 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 559 damage for 5 turns. 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 spell talent. | 
|  schematic: Armour Reinforcement 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Corrosive Shell 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Fiery Salve 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Flash Powder 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Focus Lens 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Frost Salve 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Headlamp 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Magnetic Shell 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Mental Stimulator 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Moss Tread 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Pain Suppressor Salve 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Poison Groove 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Saw Projector 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Saw Shell 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Second Skin 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Shocking Edge 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Spike Attachment 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Spring Grapple 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Steamgun 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Steamsaw 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Toxic Shell 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Unstoppable Force Salve 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Waterproof Coating 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  Feathersteel Amulet 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. | 
|  Polabeth the steel amulet 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Con +4 Wil offense ------ Mind Crit +1% Critical power +20.00% On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Physical save +9 (+3 eff.) Life +38.00 Life Regen +3.00 other ------- Hate-on-crit +1.00 Max hate +2.00 Amulets make your neck look great! | 
|  wanderer's steel amulet of manastreaming 0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +3 Mag +4 Cun +4 Con offense ------ Spellpower/crit +3 Move Speed +10% defense ------ Fatigue -6% Life Regen +1.00 other ------- Stamina/turn +0.50 Mana/turn +0.26 Max mana +25.00 Amulets make your neck look great! | 
|  Vargh Redemption 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 8.62 cold and 9.04 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. | 
|  marksman's steel ring 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) Rings make your fingers look great! | 
|  magewarrior's short elm bonestaff (10-12 power, 2 apr, darkness element) 5.0 Encumbrance T1 staff 1H weapon [Ego+] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Physical Crit +5.0% Spell Crit +3% Physical Power +5 (+1 eff.) Spellpower +8 (+2 eff.) Damage +10% darkness Accuracy +5 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  magewarrior's short elm starstaff (10-12 power, 2 apr, darkness element) 5.0 Encumbrance T1 staff 1H weapon [Ego+] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +0 20% chance of physical repulsion While equipped: offense ------ Physical Crit +6.0% Spell Crit +3% Physical Power +6 (+1 eff.) Spellpower +9 (+3 eff.) Damage +10% darkness Accuracy +6 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  dwarven-steel greatmaul 'Xuth' (42-63 power, 2 apr) 5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Rare] Arcane Weapon Damage 42.0 - 63.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +8 physical On Critical: * Splash the target with acid dealing 174 damage over 5 turns and reducing armor and accuracy by 22 While equipped: Stats +5 Str offense ------ Damage +9% acid On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 defense ------ Resistance +12% blight Physical save +9 (+3 eff.) other ------- Max stamina +30.00 Massive two-handed mauls. | 
|  scouring dwarven-steel shield of shrapnel (0 def, 6 armour, 84 block) 7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego++] Disrupt/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con offense ------ On-Hit 8 acid 14 nature On shield block: * Cause enemies within radius 6 to bleed for 231 physical damage over 5 turns (1/turn) On-Hit (Melee): * 7 arcane resource burn When Hit: * 8 arcane resource burn defense ------ Armor +6 Fatigue +8% Resistance +12% acid +8% nature other ------- Talents +1 Block Handheld deflection devices. | 
|  woollen robe of life (0 def, 0 armour) 2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +5% blight +9% all Life +43.00 Life Regen +2.00 Healmod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Camadogen (9 def, 6 armour) 9.0 Encumbrance T3 light armor [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +8.0% Critical power +26.00% Physical Power +12 (+3 eff.) defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +6% nature +9% fire Life Regen +3.00 Cut Resist +10% other ------- Stamina/turn +1.10 A suit of armour made of leather. | 
|  Cracklebringer 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +7 Str +5 Dex offense ------ On-Hit (Melee): * 20% chance to reduce armor by 39% defense ------ Armor +4 Resistance +12% lightning +6% fire +7% cold A belt that goes around your waist. | 
|  Demonshear 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +10% darkness +5% nature When Hit 2 darkness On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Resistance +6% lightning +6% temporal +6% darkness A belt that goes around your waist. | 
|  Rope Belt of the Thaloren 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+7 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. | 
|  Anti-Gravity Boots (8 def, 8 armour) 3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (81 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (138 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. | 
|  Snow Giant Wraps (0 def, 2 armour) 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning level 5 Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 95.56 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. | 
|  dwarven-steel gauntlets 'Yarymnir' (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Dex +3 Mag +4 Wil +3 Cun offense ------ Critical power +10.00% Spellpower +6 (+2 eff.) On-Hit 6 arcane 8 temporal On-Ranged-Hit 7 temporal Damage +4% arcane +4% temporal Ignore Shields +20% When Hit 2 arcane defense ------ Armor +2 Fatigue +3% Resistance +4% arcane +10% temporal Physical save +5 (+2 eff.) Spell save +3 (+1 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 21.5 - 30.1 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +9 Critical Rate +12.0% Attack Speed 83% On-hit +4 arcane On Hit: 10% Set Up level 3 On Hit: 10% Manathrust level 3 On Hit: * 5% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. | 
|  5 agate 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  6 spinel 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. | 
|  12 ametrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  9 citrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  8 zircon 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2 aquamarine 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  opal 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. | 
|  topaz 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. | 
|  amethyst 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  emerald 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  garnet 0.0 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. | 
|  2 quartz 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  575 alchemist agate 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  Harohad the alchemist's lamp 1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Spell Crit +4% Spellpower/crit +2 Damage +15% arcane +6% blight other ------- Mana/turn +0.12 Light +7 Infravision +3 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Automated Portable Extractor 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  well-made focus lens 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +7 Sight +2 See Stealth +15 See Invisibility +15 Tinkers can be attached to normal items to improve them with steam power! | 
|  well-made thunderclap coating 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On-Hit, radius 1 +60 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! | 
|  Bladed Rift 2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+3 eff.) Mindpower +10 (+5 eff.) On-Hit 25 phys.bleed Damage +5% physical +10% temporal When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 5.0 Power cost 15 out of 25/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. | 
|  Scrying Orb 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Transmogrification Chest 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Rod of Annulment (1/1) 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. | 
|  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. | 
|  iron torque of mindblast 'Betytha' [power 110]  (15 cooldown) 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +2 Dex offense ------ Physical Power +20 (+5 eff.) When Hit 4 physical defense ------ Defense +15 (+5 eff.) Resistance +9% mind Physical save +6 (+2 eff.) Blast the opponent's mind dealing 114 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. | 
| The CogThe Cog 0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. | 
Achievements
 A different point of view (Insane (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Insane (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By One the Drem Writhing One level 29
2nd Voratun 123rd year of Ascendancy at 14:36 see stats
 Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By One the Drem Writhing One level 20
26th Dearth 122nd year of Ascendancy at 14:47 see stats
 Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By One the Drem Writhing One level 21
19th Loss 122nd year of Ascendancy at 20:40 see stats
 Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By One the Drem Writhing One level 30
6th Profit 123rd year of Ascendancy at 14:35 see stats
 Home sweet home (Insane (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Insane (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By One the Drem Writhing One level 29
2nd Voratun 123rd year of Ascendancy at 14:07 see stats
 Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By One the Drem Writhing One level 10
28th Voratun 122nd year of Ascendancy at 20:17 see stats
 Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By One the Drem Writhing One level 20
16th Dearth 122nd year of Ascendancy at 13:22 see stats
 Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By One the Drem Writhing One level 30
24th Voratun 123rd year of Ascendancy at 23:20 see stats
 Myths of an age past (Insane (Roguelike) difficulty)
			Learned all there is to learn about the Gods and the Godslayers.
			Myths of an age past (Insane (Roguelike) difficulty)
			Learned all there is to learn about the Gods and the Godslayers.By One the Drem Writhing One level 29
2nd Voratun 123rd year of Ascendancy at 14:36 see stats
 Poisonous (Insane (Roguelike) difficulty)
			Sided with the assassin lord.
			Poisonous (Insane (Roguelike) difficulty)
			Sided with the assassin lord.By One the Drem Writhing One level 26
44th Steel 123rd year of Ascendancy at 19:32 see stats
 Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.By One the Drem Writhing One level 29
1st Voratun 123rd year of Ascendancy at 20:09 see stats
 Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By One the Drem Writhing One level 14
3rd Wealth 122nd year of Ascendancy at 00:09 see stats
 Tales of the Spellblaze (Insane (Roguelike) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.
			Tales of the Spellblaze (Insane (Roguelike) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.By One the Drem Writhing One level 29
2nd Voratun 123rd year of Ascendancy at 14:36 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By One the Drem Writhing One level 11
30th Voratun 122nd year of Ascendancy at 17:55 see stats
 The Legend of Garkul (Insane (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Insane (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By One the Drem Writhing One level 29
2nd Voratun 123rd year of Ascendancy at 14:36 see stats
 The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By One the Drem Writhing One level 12
7th Profit 122nd year of Ascendancy at 12:11 see stats
 Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By One the Drem Writhing One level 29
2nd Voratun 123rd year of Ascendancy at 10:06 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By One the Drem Writhing One level 16
18th Wealth 122nd year of Ascendancy at 10:22 see stats
Log
Zubithra the elven cultist's Shoot misses One.
Zubithra the elven cultist's Grenade Launcher misses One.
Your shield crumbles under the damage!
The shield around One crumbles.
Elyravena the elven cultist performs a melee critical strike against One!
Elyravena the elven cultist hits One for (14 absorbed), 68 physical, 21 darkness, 168 physical, 20 darkness (277 total damage).
Melee retaliation hits Elyravena the elven cultist for 6 physical, 17 darkness, 4 nature, 5 physical, 10 darkness, 2 nature (43 total damage).
The protective shield of One disappears.
One misses Elyravena the elven cultist.
Elyravena the elven cultist is afflicted by a crippling illness!
One performs a melee critical strike against Elyravena the elven cultist!
Elyravena the elven cultist is covered in black blood!
One's defiled blood area effect misses Something.
One's defiled blood area effect misses Something.
One's defiled blood area effect misses Something.
One hits Elyravena the elven cultist for (26 parried), 51 physical, (26 parried), 142 darkness, 18 light, 11 light, 270 darkness, 53 temporal, 35 darkness, 16 light, 17 light (613 total damage).
One's defiled blood area effect hits Elyravena the elven cultist for 12 darkness, 9 light (21 total damage).
Elyravena the elven cultist stops bleeding black blood.
Elyravena the elven cultist is confused and fails to use Attack.
Zubithra the elven cultist's Shoot misses One.
Zubithra the elven cultist's Grenade Launcher misses One.
One's defiled blood area effect performs a melee critical strike against Elyravena the elven cultist!
Elyravena the elven cultist vanishes from sight.
Elyravena the elven cultist deactivates Secrets of the Eternals.
One's defiled blood area effect misses Something.
One's defiled blood area effect misses Something.
One's defiled blood area effect misses Something.
One's defiled blood area effect hits Elyravena the elven cultist for 19 darkness, (22 parried), 11 temporal, 15 darkness, 16 light, 335 darkness, 9 light, 20 light (425 total damage).
Elyravena the elven cultist performs a melee critical strike against One!




























































