










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! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. 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. 
 
 
 
 
 
 
 
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Shalore | 
| Class | Necromancer | 
| Level / Exp | 17 / 45% | 
| Size | medium | 
| Lifes / Deaths | Killed by grave wight at level 6 on the 1st Mirth 122nd year of Ascendancy at 09:250 / 7 Killed by Horned Horror at level 16 on the 64th Regrowth 123rd year of Ascendancy at 15:17 Killed by Horned Horror at level 16 on the 64th Regrowth 123rd year of Ascendancy at 15:56 Killed by Horned Horror at level 16 on the 64th Regrowth 123rd year of Ascendancy at 18:34 Killed by Emelabrewe the Guard at level 17 on the 68th Regrowth 123rd year of Ascendancy at 03:02 Killed by Emelabrewe the Guard at level 17 on the 68th Regrowth 123rd year of Ascendancy at 07:59 Killed by poison gas trap at level 17 on the 68th Regrowth 123rd year of Ascendancy at 23:49 | 
Primary Stats
| Strength | 8 (base 10) | 
| Dexterity | 14 (base 10) | 
| Constitution | 12 (base 10) | 
| Magic | 65 (base 44) | 
| Willpower | 24 (base 13) | 
| Cunning | 38 (base 33) | 
Resources
| Life | -258/118 | 
| Mana | 192/282 | 
| Soul | 7/12 | 
| Healing Factor | 1.0191526171258 | 
| Regeneration | 0.25478815428144 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
| Infravision | 3 | 
| See Stealth | 12 | 
| See Invisible | 12 | 
| ESP Range | 10 | 
| ESP Kinds | undead | 
Offense: Mainhand
| Damage | 31 | 
| Accuracy | 10 | 
| Crit Chance | 20% | 
| APR | 4 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 52 | 
| Crit Chance | 33% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 29 | 
| Crit Chance | 17% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +26% | 
| Light | +15% | 
| Temporal | +15% | 
| Physical | +15% | 
| Nature | +5% | 
Defense: Base
| Armour (hardiness) | 8 (30%) | 
| Defense | 17 | 
| Ranged Defense | 17 | 
| Fatigue | 0 | 
| Physical Save | 20 | 
| Spell Save | 36 | 
| Mental Save | 26 | 
Defense: Resistances
| Darkness | + 35%( 70%) | 
| Light | + 25%( 70%) | 
| Nature | + 30%( 70%) | 
| Fire | + 27%( 70%) | 
| All | + 23%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Poison Resistance | 20% | 
| Blind Resistance | 21% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 12 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 59 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. Its effects scale with your Cunning stat. | 
| Runes | Effective talent level: 1.0Rune: Manasurge Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (98 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 642% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. | 
Class Talents
| Spell / Glacial waste | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Spell / Master of flesh | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Nightfall | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Dreadmaster | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Death | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| Spell / Grave | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Animus | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Master of bones | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Spell / Spectre | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Necrosis | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Race / Shalore | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 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 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. | active | 
| You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.Echoes of the Spellblaze There are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest.Escort: lone alchemist (level 2 of Old Forest) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest.Escort: lost tinker (level 1 of Old Forest) As a reward you gained knowledge of tinker technology. | done | 
| The affairs of this mortal world are trifling compared to your true goal: To conquer death.From Death, Life Your studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active | 
| 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| 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 Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed wretchling eyeball. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed sandworm tooth. | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 5 lumberjacks have died. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
Equipment
| On feet |  pair of rough leather boots 'Drarohell' (5 def, 7 armour) 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ When Hit 2 blight defense ------ Armor +7 Defense +5 (+4 eff.) Fatigue -5% Physical save +6 (+3 eff.) Unlife -20.00 life other ------- Encumbrance +21 A pair of boots made of leather. | 
| On hands |  Sludgegrip (0 def, 0 armour) 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. | 
| On head |  Earidas (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Dex +3 Mag +2 Con +6 Lck offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +3% defense ------ Armor +1 Fatigue +1% other ------- Light +3 A cap made of leather. | 
| Tool |  iron torque of clear mind [power 1]  (25 cooldown) 2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  psionicist's copper ring of power 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil offense ------ Physical Power +5 (+5 eff.) Spellpower +6 (+2 eff.) Mindpower +5 (+3 eff.) defense ------ Mind save +4 (+2 eff.) Rings make your fingers look great! | 
| On fingers |  wizard's copper ring of sensing 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Blind Resist +21% other ------- Infravision +3 See Stealth +7 See Invisibility +6 Rings make your fingers look great! | 
| Around neck |  copper amulet of magic (+2) 0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! | 
| In main hand |  Eclipse (18-22 power, 4 apr, darkness element) 5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+4 eff.) Damage +15% darkness +15% physical +15% light +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. | 
| Main armor |  spellwoven woollen robe of darkness (+16%) (0 def, 0 armour) 2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Damage +11% darkness defense ------ Resistance +16% darkness +9% all Spell save +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak |  enveloping linen cloak of sorcery (7 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +2 Wil offense ------ Spell Crit +5% defense ------ Defense +7 (+5 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Light source |  Gleamwild 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +3 Mag defense ------ Resistance +3% light +6% fire Mind save +6 (+3 eff.) other ------- Light +4 See Stealth +5 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
Inventory
|  movement infusion of the psychic (speed 476%; cd 17) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 476% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  shielding rune of the psychic (absorb 144; dur 3; cd 17) 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 144 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  teleportation rune of the sneak (range 58; cd 13) 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 58 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  starlit steel amulet of willpower (+4) 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil defense ------ Resistance +10% light +14% darkness Blind Resist +20% Amulets make your neck look great! | 
|  Ring of Growth 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. | 
|  copper ring of arcana (+0.12/turn) 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +21% other ------- Mana/turn +0.12 Rings make your fingers look great! | 
|  pixie's gold ring 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +6 (+2 eff.) Rings make your fingers look great! | 
|  rogue's gold ring of darkness (+24%) 0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun offense ------ Damage +12% darkness defense ------ Defense +8 (+5 eff.) Resistance +24% darkness Rings make your fingers look great! | 
|  warrior's gold ring of time (+12%) 0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Damage +12% temporal defense ------ Armor +6 Resistance +12% temporal Rings make your fingers look great! | 
|  Ulfeneg (18-28 power, 2 apr) 3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Random Unique] Arcane/Master/Psionic Weapon Damage 18.5 - 27.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +4 blight On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Mag offense ------ Physical Crit +10.0% defense ------ Resistance +3% mind other ------- Vim-on-crit +2.00 Max mana +40.00 Massive two-handed battleaxes. | 
|  acidic dwarven-steel dagger of massacre (24-31 power, 7 apr) 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Master Weapon Damage 24.0 - 31.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 Sharp, short and deadly. | 
|  chilling iron dagger of vileness (10-13 power, 5 apr) 1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 blight +5 cold On Hit: * 6% chance to reduce strength, dexterity, and constitution by 26 Sharp, short and deadly. | 
|  steel dagger of erosion (14-18 power, 6 apr) 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Nature Weapon Damage 14.0 - 18.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature Sharp, short and deadly. | 
|  steel dagger of paradox (12-16 power, 6 apr) 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Weapon Damage 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 temporal While equipped: defense ------ Resistance +8% temporal Sharp, short and deadly. | 
|  truestriking iron dagger of crippling (10-14 power, 5 apr) 1.0 Encumbrance T1 dagger 1H weapon [Ego++] Master Weapon Damage 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Ignore resists +6% physical Accuracy +6 (+6 eff.) Ignore Armor +6 Sharp, short and deadly. | 
|  truestriking steel dagger (12-15 power, 6 apr) 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Weapon Damage 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +6% physical Accuracy +6 (+6 eff.) Ignore Armor +6 Sharp, short and deadly. | 
|  quick steel longsword of projection (15-21 power, 3 apr) 3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego++] Master/Psionic Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Dex offense ------ Combat Speed +10% Accuracy +10 (+9 eff.) Sharp, long, and deadly. | 
|  throat-seeking cured leather sling 4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 Shoot [Ego+] Disrupt Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +7 nature On Critical: * silences the target While equipped: offense ------ Ignore resists +5% nature Slings are used to hurl stones or metal shots at your foes. | 
|  ash magestaff of wizardry (15-18 power, 3 apr, arcane element) 5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +2% Spellpower +9 (+3 eff.) Damage +15% arcane other ------- Max mana +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  nightruned rough leather belt of unlife 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight +6% light +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
|  regal linen cloak (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Ego] Psionic While equipped: Stats +3 Wil defense ------ Defense +1 (+1 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  focusing linen robe of light (+15%) (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +10% light defense ------ Resistance +15% light +7% all other ------- Mana/turn +0.11 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Frost Treads (1 def, 4 armour) 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. | 
|  The Black Boots (2 def, 1 armour) 2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun offense ------ Move Speed +12% defense ------ Armor +1 Defense +2 (+2 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." | 
|  dreamer's pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +2 Wil defense ------ Armor +1 Physical save +6 (+3 eff.) Spell save +5 (+3 eff.) Mind save +5 (+2 eff.) other ------- Stamina/turn +0.40 Max stamina +13.00 A pair of boots made of leather. | 
|  eldritch linen wizard hat of decomposition (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Ego++] Arcane While equipped: offense ------ Spellpower +6 (+2 eff.) defense ------ Defense +1 (+1 eff.) Resistance +4% lightning +4% temporal +3% light +4% fire +4% nature +4% acid +4% blight +4% cold +4% darkness other ------- Mana/turn +0.80 Mana when Hit +0.70 Max mana +43.00 Manaflow: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... | 
|  linen wizard hat 'Scorpionwalker' (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Con offense ------ Mind Crit +3% Mindpower +3 (+2 eff.) Damage +3% nature Ignore resists +10% nature defense ------ Defense +1 (+1 eff.) other ------- Psi/turn +0.11 EQ when Hit +0.04 Light +2 A pointy cloth hat, very wizardly... | 
|  stabilizing linen wizard hat of lightning (+16%) (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +2 Wil offense ------ Damage +11% lightning defense ------ Defense +1 (+1 eff.) Resistance +16% lightning Physical save +5 (+2 eff.) A pointy cloth hat, very wizardly... | 
|  prismatic voratun mail armour of fire resistance (5 def, 10 armour) 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training ,Str 48 [Ego] Arcane/Master While equipped: defense ------ Armor +10 Defense +5 (+4 eff.) Fatigue +12% Resistance +15% fire +11% light +10% darkness A suit of armour made of mail. | 
|  cleansing cured leather armour of cold resistance (6 def, 4 armour) 9.0 Encumbrance T2 light armor Reqs Str 14 [Ego] Disrupt/Master While equipped: defense ------ Armor +4 Defense +6 (+4 eff.) Fatigue +7% Resistance +12% blight +17% cold +10% nature A suit of armour made of leather. | 
|  prismatic cured leather armour of temporal resistance (6 def, 4 armour) 9.0 Encumbrance T2 light armor Reqs Str 14 [Ego] Arcane While equipped: defense ------ Armor +4 Defense +6 (+4 eff.) Fatigue +7% Resistance +16% temporal +11% light +12% darkness A suit of armour made of leather. | 
|  troll-hide cured leather armour of the deep (6 def, 6 armour) 9.0 Encumbrance T2 light armor Reqs Str 14 [Ego++] Nature While equipped: defense ------ Armor +6 Defense +6 (+4 eff.) Fatigue +7% Resistance +8% acid +6% cold Life +31.00 Life Regen +3.00 Healmod +10% other ------- Breathe water A suit of armour made of leather. | 
|  troll-hide reinforced leather armour (12 def, 7 armour) 9.0 Encumbrance T4 light armor Reqs Str 18 [Ego+] Nature While equipped: defense ------ Armor +7 Defense +12 (+7 eff.) Fatigue +8% Life +30.00 Life Regen +4.30 Healmod +14% A suit of armour made of leather. | 
|  cleansing steel plate armour (0 def, 9 armour) 17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego] Disrupt While equipped: defense ------ Armor +9 Fatigue +22% Resistance +10% nature +11% blight A suit of armour made of metal plates. | 
|  steel shield of winter (0 def, 4 armour, 39.5 block) 7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil offense ------ On shield block: * Deals 98 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +4 Fatigue +8% Resistance +10% cold other ------- Talents +1 Block Handheld deflection devices. | 
|  windwalling steel shield of resistance (0 def, 4 armour, 39 block) 7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego++] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil defense ------ Armor +4 Fatigue +8% Resistance +6% acid +14% physical +7% cold +7% fire +6% lightning Windwall +10 Slow Projectiles +15% other ------- Talents +1 Block Handheld deflection devices. | 
|  7 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. | 
|  79 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. | 
|  onyx 0.0 Encumbrance 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. | 
|  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. | 
|  3 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. | 
|  4 topaz 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 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. | 
|  Cinderpride (dig speed 30 turns) 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex offense ------ Ignore resists +5% fire Accuracy +15 (+12 eff.) defense ------ Resistance +3% blight +2% physical other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  11 spinel 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. | 
|  Ce'Nudhekira the brass lantern 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Wil offense ------ Physical Crit +3.0% Critical power +11.00% Physical Power +6 (+6 eff.) Damage +6% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 20 defense ------ Resistance +3% light +9% temporal other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Summertide Phial 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  brass lantern 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Eye of the Dreaming One 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. | 
|  Prox's Lucky Halfling Foot 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+4 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
|  Scrying Orb 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Rod of Recall (1/1) 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification 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. | 
|  high-capacity pouch of dwarven-steel shots (39/47, 35-42 power, 3 apr) 3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego] Master Weapon Damage 35.0 - 42.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 47 While equipped: other ------- Reload +2 Shots are used with slings to pummel your foes to death. | 
|  4 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. | 
|  8 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. | 
|  11 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. | 
|  15 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. | 
Achievements
 Curse Lifter
			Killed Ben Cruthdar the Cursed.
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By JPP the Shalore Necromancer level 14
57th Haze 122nd year of Ascendancy at 22:44 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By JPP the Shalore Necromancer level 10
29th Haze 122nd year of Ascendancy at 21:32 see stats
 That was close
			Killed your target while having only 1 life left.
			That was close
			Killed your target while having only 1 life left.By JPP the Shalore Necromancer level 5
76th Pyre 122nd year of Ascendancy at 14:46 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By JPP the Shalore Necromancer level 8
14th Haze 122nd year of Ascendancy at 02:59 see stats
 The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By JPP the Shalore Necromancer level 14
34th Regrowth 123rd year of Ascendancy at 10:14 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By JPP the Shalore Necromancer level 12
36th Haze 122nd year of Ascendancy at 14:46 see stats
 Thralless
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless
			Freed at least 30 enthralled slaves in the slavers' compound.By JPP the Shalore Necromancer level 14
33rd Regrowth 123rd year of Ascendancy at 13:02 see stats
 Unstoppable
			Returned from the dead.
			Unstoppable
			Returned from the dead.By JPP the Shalore Necromancer level 17
68th Regrowth 123rd year of Ascendancy at 07:59 see stats
Log
Frost Cut from JPP hits Cutpurse for 45 cold, 57 cold (102 total damage).
Frost Cut from JPP killed Cutpurse!
JPP casts Invoke Darkness.
Resting starts...
JPP starts to surge mana.
Rested for 1 turns (stop reason: taken damage).
Ivekira the Guard's poison gas trap's random poison area effect hits JPP for 23 nature damage.
Poison from Ivekira the Guard's poison gas trap hits JPP for 41 nature damage.
Poison from Ivekira the Guard's poison gas trap hits JPP for 41 nature damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Talent Ghost Walk is ready to use.
Poison from Ivekira the Guard's poison gas trap hits JPP for 41 nature damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Poison from Ivekira the Guard's poison gas trap hits JPP for 41 nature damage.
You pickup 0.50 gold pieces.
You pickup 0.95 gold pieces.
JPP picks up (B.): prismatic cured leather armour of temporal resistance (6 def, 4 armour).
JPP picks up (j.): Ulfeneg (18-28 power, 2 apr).
JPP picks up (B.): prismatic voratun mail armour of fire resistance (5 def, 10 armour).
JPP picks up (I.): windwalling steel shield of resistance (0 def, 4 armour, 39 block).
JPP picks up (q.): quick steel longsword of projection (15-21 power, 3 apr).
Talent Rigor Mortis is ready to use.
Talent Night Sphere is ready to use.
Poison from Ivekira the Guard's poison gas trap hits JPP for 41 nature damage.
JPP the level 17 shalore necromancer was splurged to death by a Ivekira the Guard's poison gas trap on level 1 of bandit fortress.





















































