














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | 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:
 Items Vault 1.7.6Donators/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:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Insane Adventure | 
| Sex | Female | 
| Race | Shalore | 
| Class | Psyshot | 
| Level / Exp | 10 / 12% | 
| Size | medium | 
| Lifes / Deaths | Killed by Velildama the rattlesnake at level 10 on the 2nd Summertide 122nd year of Ascendancy at 10:293 / 2 Killed by BLAM BLAM at level 10 on the 2nd Summertide 122nd year of Ascendancy at 10:34 | 
Primary Stats
| Strength | 9 (base 10) | 
| Dexterity | 24 (base 22) | 
| Constitution | 16 (base 10) | 
| Magic | 12 (base 10) | 
| Willpower | 26 (base 13) | 
| Cunning | 45 (base 34) | 
Resources
| Life | 237/237 | 
| Psi | 116/116 | 
| Steam | 100/100 | 
| Healing Factor | 1.0545771506545 | 
| Regeneration | 0.26364428766363 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -66.666666666667% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| Infravision | 4 | 
| See Stealth | 5 | 
| See Invisible | 9 | 
Offense: Mainhand
| Damage | 18 | 
| Accuracy | 28 | 
| Crit Chance | 14% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 9 | 
| Accuracy | 29 | 
| Crit Chance | 13% | 
| APR | 13 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 31 | 
| Crit Chance | 14% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 29 | 
| Crit Chance | 12% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +14% | 
| Physical | +4% | 
| Mind | +6% | 
| Arcane | +3% | 
| Fire | +10% | 
| Lightning | +3% | 
Defense: Base
| Armour (hardiness) | 11 (30%) | 
| Defense | 15 | 
| Ranged Defense | 15 | 
| Fatigue | 1 | 
| Physical Save | 20 | 
| Spell Save | 20 | 
| Mental Save | 35 | 
Defense: Resistances
| Lightning | + 31%( 70%) | 
| Light | + 10%( 70%) | 
| Nature | + 10%( 70%) | 
| Darkness | + 33%( 70%) | 
| Mind | + 13%( 70%) | 
| Fire | + 21%( 70%) | 
| All | + 7%( 70%) | 
Defense: Immunities
| Stun Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Confusion Resistance | 21% | 
Inscriptions (3/3)
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. | 
Class Talents
| Steamtech / Thoughts of iron | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Avoidance | 1.30 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Psytech gunnery | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Psionic fog | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Action at a distance | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Mechstar | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Gestalt | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Steamtech / Physics | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Engineering | 1.20 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Race / Shalore | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
Quests
| 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 must explore the renegade Shaloren camp. | active | 
| You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves.Escort: injured seer (level 3 of Scintillating Caves) As a reward you improved Willpower by +5. | done | 
| You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves.Escort: lost defiler (level 2 of Scintillating Caves) As a reward you improved Cunning 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 | 
| 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 | 
Equipment
| On feet |  Emelida the Sunstreak (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes damage: +3% arcane Talent granted: +1 Rocket Boots Spellpower: +30 (+13 eff.) Infravision radius: +1 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. | 
| Quiver |  storming pouch of iron shots (20/20, 16-19 power, 1 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 20 Damage (Ranged): +8 lightning Damage (radius 2) on crit: +6 lightning Shots are used with slings to pummel your foes to death. | 
| Light source |  bright brass lantern of clarity Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Light radius: +6 See stealth: +5 See invisible: +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. | 
| On head |  Layura (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Cun / +3 Con Changes resistances: +6% lightning / +3% nature Changes damage: +3% mind Mental save: +3 (+2 eff.) A hat made of leather. Very stylish. | 
| On hands |  Polabrenne the Crackle's kiss (0 def, 7 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Changes stats: +2 Cun Changes resistances: +9% lightning / +3% mind Changes damage: +3% lightning / +4% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Tool |  miner's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  savior's copper ring of darkness (+22%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Physical save: +7 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+4 eff.) Rings make your fingers look great! | 
| On fingers |  psionicist's copper ring of clarity Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +11 (+5 eff.) Confusion immunity: +21% Rings make your fingers look great! | 
| Around neck |  grounding copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! | 
| In main hand |  Flashpoint Requires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 1 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 130% Firing range: +5 On weapon hit: * splashes acid on your target dealing 22 damage and reducing their armor Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Damage (Ranged): 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" | 
| Around waist |  Isadathra the Duskwitch Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% darkness Maximum life: +33.00 Infravision radius: +1 See invisible: +3 A belt that goes around your waist. | 
| In off hand |  Morningtouch the mossy mindstar (3-3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 20 damage and reducing their armor When wielded/worn: Damage (Melee): 4 mind / 4 darkness Changes resistances: +3% light Changes damage: +3% mind / +3% darkness Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. | 
| Cloak |  enveloping linen cloak of Eldoral (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+5 eff.) Changes stats: +1 Cun / +1 Dex Physical save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  linen robe 'Tempestlord' (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour penetration: +1 Damage when hit (Melee): 2 lightning Changes stats: +3 Con Changes resistances: +15% fire / +3% mind / +7% all Changes damage: +10% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
Inventory
|  This item will automatically be transmogrified when you leave the level. shatter afflictions rune of the psychic (absorb 59; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 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 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 Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  schematic: Flash Powder Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  Kor's Fall (10-12 power, 0 apr, blight element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 105.22 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (210). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. | 
|  iron steamgun of cold Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Damage (Ranged): +7 cold Attacks use: 2.0 Steam When wielded/worn: Changes damage: +9% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  Dimwarden Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% acid / +6% fire Changes resistances penetration: +15% darkness Spell save: +9 (+5 eff.) Life regen: +0.60 Healing mod.: +13% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. | 
|  Malabar Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes damage: +6% mind Damage against: +17% Summoned Reduced damage from: +16% Summoned Critical mult.: +5.00% Equilibrium when hit: +0.12 Maximum psi: +50.00 Mental crit. chance: +1% A belt that goes around your waist. | 
|  rough leather belt 'Puszephyr,' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Changes stats: +1 Str / +3 Wil / +1 Con Changes resistances: +6% lightning / +6% temporal Changes damage: +6% nature A belt that goes around your waist. | 
|  pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 A pair of boots made of leather. | 
|  This item will automatically be transmogrified when you leave the level. pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 A pair of boots made of leather. | 
|  Voidspiker the iron gauntlets (0 def, 1 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 acid Changes resistances: +5% acid Changes resistances penetration: +5% darkness Changes damage: +3% acid / +6% fire / +3% darkness / +9% mind Mindpower: +10 (+5 eff.) 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. | 
|  Faledunadan (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex / +1 Mag / +1 Con Changes resistances: +6% acid Disease immunity: +20% Life regen: +2.00 A hat made of leather. Very stylish. | 
|  Grinafang the Shineshine (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +1 Wil / +2 Con Changes resistances penetration: +10% mind Changes damage: +3% light Infravision radius: +3 A hat made of leather. Very stylish. | 
|  Ulethad (3 def, 2 armour) Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +5 (+3 eff.) Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes stats: +3 Dex Changes resistances: +5% mind Mental save: +12 (+6 eff.) Light radius: +1 A suit of armour made of leather. | 
|  44 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  Automated Portable Extractor Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. | 
|  Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. | 
| simple frost salve [power 10]simple frost salve [power 10] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
| simple healing salve [power 125]simple healing salve [power 125] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 125 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. | 
|  2 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By BLAM BLAM the Shalore Psyshot level 10
2nd Summertide 122nd year of Ascendancy at 02:39 see stats
 The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By BLAM BLAM the Shalore Psyshot level 9
10th Mirth 122nd year of Ascendancy at 18:00 see stats
 Utterly Destroyed (Insane (Adventure) difficulty)
			Died on the Eidolon Plane.
			Utterly Destroyed (Insane (Adventure) difficulty)
			Died on the Eidolon Plane.By BLAM BLAM the Shalore Psyshot level 10
2nd Summertide 122nd year of Ascendancy at 10:34 see stats
Log
Velildama the rattlesnake uses Set Up.
Velildama the rattlesnake is moving defensively!
Velildama the rattlesnake hits BLAM BLAM for (15 flat reduction), 25 physical, (15 flat reduction), 26 physical (51 total damage).
Melee retaliation hits Velildama the rattlesnake for (1 flat reduction), 0 lightning, (1 flat reduction), 0 lightning (0 total damage).
Talent Create Tinker is ready to use.
Talent Dig is ready to use.
Talent Implant: Steam Generator is ready to use.
Poison from Velildama the rattlesnake hits BLAM BLAM for (15 flat reduction), 1 nature (1 total damage).
Burning from BLAM BLAM hits Velildama the rattlesnake for (1 flat reduction), 0 fire (0 total damage).
BLAM BLAM activates Rocket Boots.
Poison from Velildama the rattlesnake hits BLAM BLAM for (15 flat reduction), 1 nature (1 total damage).
Burning from BLAM BLAM hits Velildama the rattlesnake for (1 flat reduction), 0 fire (0 total damage).
BLAM BLAM's cleansing fire area effect hits Velildama the rattlesnake for (6 flat reduction), 14 fire (14 total damage).
Velildama the rattlesnake raises their leg and snaps it downward in a devastating axe kick.
Velildama the rattlesnake performs a melee critical strike against BLAM BLAM!
BLAM BLAM's brain isn't quite working right!
Velildama the rattlesnake hits BLAM BLAM for (15 flat reduction), 105 physical (105 total damage).
Melee retaliation hits Velildama the rattlesnake for (1 flat reduction), 0 lightning (0 total damage).
BLAM BLAM the level 10 shalore psyshot was stabbed to death by Velildama the rattlesnake on level 2 of Ruins of Kor'Pul.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Velildama the rattlesnake killed BLAM BLAM!
Saving game...
Saving done.
Talent Condensate is ready to use.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!























































