











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Enhanced Object Compare 1.7.0Improves the "Press  
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game:  :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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:
 Better Item Description 1.7.4This 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 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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. 
 
 
 
 
 
 
 
 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 | Nightmare Adventure | 
| Sex | Male | 
| Race | Drem | 
| Class | Writhing One | 
| Level / Exp | 18 / 27% | 
| Size | medium | 
| Lifes / Deaths | Killed by Chemil the krog at level 16 on the 12nd Wealth 122nd year of Ascendancy at 03:100 / 7 Killed by Chemil the krog at level 16 on the 12nd Wealth 122nd year of Ascendancy at 03:50 Killed by Aerogassra the rogue sapper at level 16 on the 13rd Wealth 122nd year of Ascendancy at 09:34 Killed by worm that walks (servant of TentaCool) at level 17 on the 20th Wealth 122nd year of Ascendancy at 10:08 Killed by Ximina the green ooze at level 18 on the 20th Wealth 122nd year of Ascendancy at 14:27 Killed by Ximina the green ooze at level 18 on the 20th Wealth 122nd year of Ascendancy at 14:58 Killed by Betheseda the sandworm at level 18 on the 20th Wealth 122nd year of Ascendancy at 22:37 | 
Primary Stats
| Strength | 36 (base 28) | 
| Dexterity | 11 (base 10) | 
| Constitution | 22 (base 19) | 
| Magic | 57 (base 46) | 
| Willpower | 22 (base 10) | 
| Cunning | 15 (base 10) | 
Resources
| Life | -14/522 | 
| Insanity | 24/100 | 
| Healing Factor | 1.2024166372473 | 
| Regeneration | 0.30060415931182 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +36.093867610317% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| Infravision | 5 | 
| See Stealth | 31.08893205365 | 
| See Invisible | 31.08893205365 | 
Offense: Mainhand
| Damage | 59 | 
| Accuracy | 41 | 
| Crit Chance | 10% | 
| APR | 4 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 44 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 25 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +12% | 
| Light | +10% | 
| Darkness | +6% | 
| Mind | +12% | 
| Fire | +5% | 
| All | 0% | 
Offense: Damage Penetration
| Darkness | +20% | 
Defense: Base
| Armour (hardiness) | 32.36174050493 (81.898876157654%) | 
| Defense | 8 | 
| Ranged Defense | 8 | 
| Fatigue | 11 | 
| Physical Save | 30 | 
| Spell Save | 23 | 
| Mental Save | 20 | 
Defense: Resistances
| Blight | + 15%( 70%) | 
| Physical | + 2%( 70%) | 
| Cold | + 3%( 70%) | 
| All | 0%( 70%) | 
| Darkness | + 15%( 70%) | 
| Light | + 33%( 70%) | 
| Lightning | + 9%( 70%) | 
| Mind | + 12%( 70%) | 
| Fire | + 10%( 70%) | 
| Nature | + 6%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Bleed Resistance | 10% | 
| Confusion Resistance | 20% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 15 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 221 damage for 3 turns. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 18 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: Prismatic Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 2 physical, 5 light, 3 nature, 3 arcane | 
Class Talents
| Demented / Friend of the worm | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Demented / Horrific body | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Controlled horrors | 1.30 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Demented / Tentacles | 1.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| Demented / Path of horror | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Demented / Disfigured face | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Beyond sanity | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Drem | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave | active | 
| You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire.Escort: lone alchemist (level 2 of Trollmire) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire.Escort: lost sun paladin (level 3 of Trollmire) As a reward you improved Strength 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed wretchling eyeball. * You've found the needed giant spider spinneret. | 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 4 lumberjacks have died. | done | 
Equipment
| On feet |  traveler's pair of rough leather boots of speed (0 def, 1 armour) 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Fatigue -5% Phys.save +5 (+3 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. | 
| Light source |  Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
| On head |  mindwoven linen wizard hat of arcana (1 def, 0 armour) 2.0 T1 head armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Mind.crit +3% Spell.pwr +3 (+1 eff.) Mind.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Psi/turn +0.12 A pointy cloth hat, very wizardly... | 
| Tool |  iron torque of psionic shield [power 25]  (25 cooldown) 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  Sootrupture 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% acid Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! | 
| On fingers |  Shadequeller the gold ring 0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind Res.pen +15% darkness Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce damage dealt by 15% * 20% chance to reduce all saves and defense by 17 ----- def ----- Resists +9% lightning +3% cold +12% mind +3% light Rings make your fingers look great! | 
| Around waist |  noble's rough leather belt of recklessness 1.0 T1 belt armor [Ego++] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +3 (+1 eff.) Against +16% Summoned ----- def ----- D.Red.from +15% Summoned A belt that goes around your waist. | 
| In main hand |  Bleaklore the dwarven-steel waraxe (132% power, 4 apr) 3.0 T3 waraxe 1H weapon [Rare] Master Power 133% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 20 arcane resource burn While equipped: dps ---------- Dmg.mod +6% darkness Melee Ret 4 darkness On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% nature One-handed war axes. | 
| On hands |  Flamewrought (0 def, 2 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 35.13 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. | 
| Main armor |  radiant dwarven-steel plate armour of implacability (0 def, 18 armour) 17.0 T3 massive armor Reqs Massive armour training [Ego++] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +18 Fatigue +16% Resists +15% blight +15% darkness Phys.save +7 (+4 eff.) ---------- misc Light +1 A suit of armour made of metal plates. | 
| Cloak |  Zubyth the linen cloak (7 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +7 (+7 eff.) Resists +3% nature +2% physical Phys.save +5 (+3 eff.) Max.HP +20.00 Cut- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
Inventory
|  Shantiz the Stormblade (111% power, 20 apr) 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. | 
|  Umbral Razor (129% power, 10 apr) 1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 15% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 107.68 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. | 
|  hateful steel dagger (107% power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Psionic Power 107% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 darkness Against +9% Living Sharp, short and deadly. | 
|  slime-covered steel dagger of massacre (121% power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Disrupt/Master Power 122% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 43% Sharp, short and deadly. | 
|  steel dagger 'Ravenglean' (103% power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Master Power 104% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +16 nature On Hit: * 20% chance to reduce damage dealt by 15% While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +15% darkness +7% physical Acc +8 (+2 eff.) Apr +8 On Hit (Melee): * 10% chance to reduce damage dealt by 15% Sharp, short and deadly. | 
|  steel dagger of shearing (107% power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Power 107% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% all Acc +5 (+1 eff.) Apr +7 Sharp, short and deadly. | 
|  arcing steel greatmaul of phasing (131% power, 14 apr) 5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 131% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +14 Crit +1.0% Atk.spd 100% Phasing +14% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage Massive two-handed mauls. | 
|  Erelydil (124% power, 4 apr) 3.0 T3 longsword 1H weapon [Rare] Master Power 124% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +8 (+2 eff.) Apr +10 ----- def ----- Resists +6% temporal +15% cold Spell.save +12 (+6 eff.) Die.at -20.00 life Cut- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Sharp, long, and deadly. | 
|  warbringer's steel longsword of evisceration (110% power, 3 apr) 3.0 T2 longsword 1H weapon [Ego++] Master Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Con dps ---------- Phys.crit +7.0% Phys.pwr +12 (+4 eff.) Res.pen +6% physical ----- def ----- Disarm- +16% Sharp, long, and deadly. | 
|  acidic steel mace (110% power, 3 apr) 3.0 T2 mace 1H weapon [Ego] Arcane Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 Blunt and deadly. | 
|  Cloudwedge the thorny mindstar (91% power, 24 apr, nature damage) 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature/Psionic Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +12 blight While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +3% Crit.mult +12.00% Mind.pwr +6 (+3 eff.) Melee+ 9 physical Dmg.mod +6% lightning +10% physical Res.pen +5% blight +4% physical Melee Ret 6 lightning ----- def ----- Resists +7% physical Spell.save +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  nature's vined mindstar (88% power, 18 apr, nature damage) 3.0 T2 mindstar 1H weapon [Ego] Nature Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Disease- +14% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  ash starstaff (111% power, 3 apr, temporal element) 5.0 T2 staff 2H weapon [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  void walker's yew starstaff (120% power, 4 apr, light element) 5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% light ----- def ----- Resists +7% darkness +7% temporal Def/telep +10 Res/telep +5% Dur/telep +12% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  yew starstaff (120% power, 4 apr, light element) 5.0 T3 staff 2H weapon [Normal] Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Skullcleaver (120% power, 4 apr) 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. | 
|  elemental steel waraxe of massacre (120% power, 3 apr) 3.0 T2 waraxe 1H weapon [Ego+] Arcane/Master Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 76 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +9% cold Res.pen +9% cold One-handed war axes. | 
|  plaguebringer's steel waraxe of massacre (119% power, 3 apr) 3.0 T2 waraxe 1H weapon [Ego+] Arcane/Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 2 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 23 While equipped: ----- def ----- Disease- +14% One-handed war axes. | 
|  Salamina 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Crit.mult +10.00% ----- def ----- Fatigue -5% Resists +2% physical ---------- misc Max.enc +22 A belt that goes around your waist. | 
|  focusing woollen robe of darkness (+21%) (0 def, 0 armour) 2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +14% darkness ----- def ----- Resists +21% darkness +9% all ---------- misc Mana/turn +0.12 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Bokista the pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Res.pen +15% acid +20% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Armour +1 Resists +3% acid Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. | 
|  miner's pair of rough leather boots of tirelessness (0 def, 3 armour) 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.30 Max.stam +10.00 Infravis +1 A pair of boots made of leather. | 
|  scholar's pair of iron boots of tirelessness (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Lisitta the dwarven-steel gauntlets (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: ----- def ----- Armour +2 Fatigue +3% Resists +9% acid +6% nature +9% lightning Die.at -80.00 life HP.reg +1.00 Heal.mod +10% ---------- misc Stam/turn +1.10 Max.stam +10.00 Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Crown of Command (3 def, 6 armour) 3.0 T3 head armor Reqs Heavy armour training Cun 25 [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. | 
|  cleansing linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Ego] Disrupt While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +6% nature +6% blight A pointy cloth hat, very wizardly... | 
|  iron helm 'Burnwake' (0 def, 4 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +4 Fatigue +5% Resists +6% blight +3% temporal +6% mind ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  enlightening steel mail armour (2 def, 6 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Mind.save +12 (+6 eff.) A suit of armour made of mail. | 
|  impenetrable iron mail armour (2 def, 10 armour) 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. | 
|  radiant steel mail armour of command (9 def, 11 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +2 Cun +3 Wil ----- def ----- Armour +11 Defense +9 (+9 eff.) Fatigue +12% Resists +10% blight +10% darkness Mind.save +13 (+6 eff.) ---------- misc Light +1 A suit of armour made of mail. | 
|  Spinal Cage (5 def, 8 armour) 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+5 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 50.87 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. | 
|  cleansing cured leather armour (6 def, 4 armour) 9.0 T2 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +12% nature +11% blight A suit of armour made of leather. | 
|  rejuvenating cured leather armour of stability (6 def, 4 armour) 9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +5% physical Phys.save +13 (+7 eff.) HP.reg +3.10 ---------- misc Stam/turn +0.70 A suit of armour made of leather. | 
|  steel shield (0 def, 4 armour, 40.5 block) 7.0 T2 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. | 
|  9 agate 0.0 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. | 
|  41 alchemist agate 0.0 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. | 
|  2 onyx 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  4 opal 0.0 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 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.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. | 
|  dwarven-steel pickaxe of endurance (dig speed 30 turns) 3.0 T3 digger tool [Ego] Master While equipped: Stats +4 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  iron pickaxe of endurance (dig speed 35 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Forbidden Tome: "The Illusory Castle" 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. | 
|  emerald 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  9 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.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. | 
|  Barudas the Frigidhunter 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Wil +1 Con dps ---------- Dmg.mod +6% cold ----- def ----- Resists +6% cold Max.HP +41.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Smolderwing 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Resists +12% blight +6% cold +5% arcane +12% lightning Phys.save +6 (+3 eff.) Heal.mod +17% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Crystal Focus 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  garnet 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  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. | 
|  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. | 
|  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. | 
|  overpowered ash wand of conjuration [power 230]  (23 cooldown) 2.0 T2 wand charm [Ego] Arcane Fire a magical bolt dealing 230 cold damage Puts all charms on 23 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  quartz 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  6 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  6 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  4 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By TentaCool the Drem Writhing One level 14
23rd Profit 122nd year of Ascendancy at 00:15 see stats
 Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By TentaCool the Drem Writhing One level 10
26th Voratun 122nd year of Ascendancy at 07:46 see stats
 The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By TentaCool the Drem Writhing One level 11
30th Voratun 122nd year of Ascendancy at 08:59 see stats
 The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.By TentaCool the Drem Writhing One level 11
31st Voratun 122nd year of Ascendancy at 22:04 see stats
 Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By TentaCool the Drem Writhing One level 15
45th Profit 122nd year of Ascendancy at 06:54 see stats
 Unstoppable (Nightmare (Adventure) difficulty)
			Returned from the dead.
			Unstoppable (Nightmare (Adventure) difficulty)
			Returned from the dead.By TentaCool the Drem Writhing One level 18
20th Wealth 122nd year of Ascendancy at 14:59 see stats
Log
TentaCool killed Sandworm!
Adith the gigantic sandworm tunneler uses Shield Pummel.
TentaCool is stunned!
Adith the gigantic sandworm tunneler hits TentaCool for (24 absorbed), 0 physical, (16 absorbed), 0 physical (0 total damage).
Melee retaliation hits Adith the gigantic sandworm tunneler for 4 mind, 4 darkness, 3 mind, 4 darkness (15 total damage).
Bleeding from Adith the gigantic sandworm tunneler hits TentaCool for (33 absorbed), 0 physical (0 total damage).
Black Blood Bleeding from TentaCool hits Adith the gigantic sandworm tunneler for 9 darkness damage.
Tentacle Constriction from TentaCool hits Adith the gigantic sandworm tunneler for 20 darkness, 0 arcane, 6 light, 3 mind (29 total damage).
Tentacle Constriction from TentaCool hits Betheseda the sandworm for 7 light damage.
The unstable sand tunnel collapses!
Adith the gigantic sandworm tunneler uses Blinding Powder.
TentaCool loses sight!
TentaCool is disabled.
Adith the gigantic sandworm tunneler hits TentaCool for  damage.
TentaCool casts Decayed Bloated Horror.
Talent Anarchic Walk is ready to use.
Talent Foul Convergence is ready to use.
Talent Decayed Devourers is ready to use.
Bleeding from Adith the gigantic sandworm tunneler hits TentaCool for (33 absorbed), 0 physical (0 total damage).
TentaCool's tentacle fails to move Adith the gigantic sandworm tunneler!
TentaCool resists the knockback!
Something hits TentaCool for (13 absorbed), 0 physical (0 total damage).
Something hits TentaCool for (3 absorbed), 0 cold (0 total damage).
Something hits TentaCool for (3 absorbed), 0 cold (0 total damage).
You feel a surge of power as a powerful creature falls nearby.
Your shield crumbles under the damage!
The shield around TentaCool crumbles.
Something hits TentaCool for (97 absorbed), 30 cold (30 total damage).
TentaCool the level 18 drem writhing one was frozen to death by Betheseda the sandworm on level 3 of Sandworm lair.















































