









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 | 
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
  | 
| Campaign | Maj'Eyal | 
| Mode | Madness Roguelike | 
| Sex | Female | 
| Race | Ogre | 
| Class | Doombringer | 
| Level / Exp | 24 / 43% | 
| Size | big | 
| Lifes / Deaths | Killed by Beluriawe the dredgling at level 21 on the 8th Dusk 122nd year of Ascendancy at 03:40  / 2Killed by Emonor the elven corruptor at level 24 on the 31st Dusk 122nd year of Ascendancy at 00:24  | 
Primary Stats
| Strength | 72 (base 51) | 
| Dexterity | 65 (base 51) | 
| Constitution | 59 (base 51) | 
| Magic | 53 (base 51) | 
| Willpower | 61 (base 51) | 
| Cunning | 84 (base 51) | 
Resources
| Life | -134/5991 | 
| Steam | 125/125 | 
| Stamina | 188/266 | 
| Vim | 32/57 | 
| Healing Factor | 1.7709606986899 | 
| Regeneration | 17.765748935265 | 
Speed
| Mental | -10% | 
| Attack | 0% | 
| Movement | -50% | 
| Spell | 0% | 
| Global | +121.08453708906% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 10 | 
| See Stealth | 82.358800929225 | 
| See Invisible | 82.358800929225 | 
Offense: Mainhand
| Damage | 168 | 
| Accuracy | 74 | 
| Crit Chance | 70% | 
| APR | 5 | 
| Speed | 1.11 | 
Offense: Spell
| Spellpower | 47 | 
| Crit Chance | 23% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 49 | 
| Crit Chance | 23% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +10% | 
| Lightning | +15% | 
| Light | +3% | 
| Temporal | +9% | 
| Cold | +15% | 
| Mind | +15% | 
| Fire | +26% | 
| All | 0% | 
Offense: Damage Penetration
| Mind | +10% | 
| Fire | +20% | 
| Light | +15% | 
Defense: Base
| Armour (hardiness) | 69.147939905859 (90.416666666667%) | 
| Defense | 36 | 
| Ranged Defense | 40 | 
| Fatigue | 28 | 
| Physical Save | 45 | 
| Spell Save | 72 | 
| Mental Save | 38 | 
Defense: Resistances
| Acid | + 32%( 70%) | 
| Blight | + 64%( 70%) | 
| Physical | + 26%( 70%) | 
| Cold | + 49%( 70%) | 
| All | + 15%( 70%) | 
| Lightning | + 66%( 70%) | 
| Light | + 18%( 70%) | 
| Temporal | + 18%( 70%) | 
| Mind | + 28%( 70%) | 
| Darkness | + 38%( 70%) | 
| Fire | + 70%( 70%) | 
| Nature | + 63%( 70%) | 
Defense: Immunities
| Teleport Resistance | 10% | 
| Stun Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Disarm Resistance | 25% | 
Inscriptions (3/5)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 32 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 559 damage for 5 turns. Its effects scale with your Strength stat.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 32 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 453 damage for 4 turns. Its effects scale with your Strength stat.  | 
Class Talents
| Technique / Combat techniques | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Corruption / Shadowflame | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Corruption / Torture | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Combat veteran | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Corruption / Fearfire | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
| Corruption / Heart of Fire | 1.40 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Corruption / Wrath | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
| Corruption / Brutality | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
Generic Talents
| Corruption / Demonic strength | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Combat training | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Steamtech / Physics | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Corruption / Oppression | 1.40 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Steamtech / Chemistry | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Race / Ogre | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Cunning / Survival | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Conditioning | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Hexes | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
Effects
| talent | Flame of Urh'Rok | 
| talent | Eternal Suffering | 
| talent | Horrifying Blows | 
| talent | Share the Pain | 
| talent | Abyssal Shield | 
| talent | Precise Strikes | 
| detrimental effect | The target is on fire, taking 48.03 fire damage per turn. Burning | 
| detrimental effect | On death will restore to the source up to 7 times the vim's worth. Bleak Outcome | 
| detrimental effect | The target is hexed.  Each time it uses an ability it takes 130.19 fire damage, and talent cooldowns are increased by 71% plus 1 turn. Burning Hex | 
| detrimental effect | The target is on fire, taking 190.41 fire damage per turn, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While flameshocked talents do not cooldown. Burning Shock | 
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance | 
| beneficial effect | The target is recovering 145 life each turn. Recovery | 
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
You do not remember much of your life before you were on this burning continent, floating in the void between worlds.  You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now!  | done | 
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere 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 lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done | 
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80).  | 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 treasureIt 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 darknessThe 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 cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there.  | done | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
Equipment
| On feet |  Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light.  | 
| Light source | Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 14 power out of 25/25) : Effective talent level: 2.6 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 49.47 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 49.47 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light.  | 
| On head |  iron helm 'Xanolaith' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 blight Changes stats: +3 Str / +3 Con Changes resistances: +18% blight / +3% temporal Changes damage: +9% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| Tool |  Burnpiercer the iron pickaxe (dig speed 19 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +15% mind Changes resistances penetration: +10% mind / +20% fire Changes damage: +15% mind / +6% fire Mental save: +6 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  TarrirerinInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Defense: +21 (+8 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +6 Wil / +13 Cun / +1 Con Changes resistances: +30% lightning Changes damage: +15% lightning Physical save: +30 (+10 eff.) Mindpower: +11 (+4 eff.) Healing mod.: +15% Rings can have magical properties.  | 
| On fingers |  Murkslice the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +6 Changes stats: +9 Cun / +8 Dex Changes resistances: +6% nature Reduces incoming crit damage: 15.00% Spell save: +39 (+9 eff.) Disarm immunity: +25% Teleport immunity: +10% Rings can have magical properties.  | 
| Around waist |  Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers.  | 
| In main hand |  Latafayn (180% power, 5 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 180% Range: 1.6x Uses stat: 125% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage, costing 6 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands.  | 
| On hands |  Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 5 power out of 24/24) : Effective talent level: 3.0 Power cost: 5 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 25.31 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 |  Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 27 power out of 80/80) : Effective talent level: 3.0 Power cost: 27 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 13.00 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields.  | 
| Cloak |  linen cloak 'Lustrehunt' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to blind Changes resistances: +3% light Changes resistances penetration: +15% light Changes damage: +3% light Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  steel amulet 'Ce'Ninne'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% lightning / +13% physical Stun/Freeze immunity: +20% Stamina each turn: +0.80 Psi when hit: +0.12 Hate when firing a critical mind attack: +3.00 Amulets can have magical properties.  | 
Inventory
 Saledatta the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold / +3% temporal Critical mult.: +10.00% Mental save: +9 (+3 eff.) Psi when hit: +0.04 Mindpower: +8 (+3 eff.) Rings can have magical properties.  | 
 Borosk's Hate (172% power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well.  | 
 Champion's Will (179% power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 179% Range: 1.6x Uses stats: 115% Str, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 16 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 16 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively.  | 
 Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 161% Range: 1.6x Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts.  | 
 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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.  | 
 338 alchemist agate0.00 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.  | 
 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
 Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Automated Portable ExtractorPowered 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), costing 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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 16 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected.  | 
 Rod of Recall (3/3)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, costing 108 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 ChestPowered 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), costing 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.  | 
 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 6 ametrine0.00 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.  | 
 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 7 zircon0.00 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
			Eye of the storm (Madness (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Vasruatsmi the Ogre Doombringer level 17
7th Dusk 122nd year of Ascendancy at 15:53 see stats
			Fear me not! (Madness (Roguelike) difficulty)
			Survived the Fearscape!By Vasruatsmi the Ogre Doombringer level 17
6th Dusk 122nd year of Ascendancy at 11:41 see stats
			Got eggs? (Madness (Roguelike) difficulty)
			Finish the Pikataclysm event.By Vasruatsmi the Ogre Doombringer level 23
24th Dusk 122nd year of Ascendancy at 12:42 see stats
			Hell has no fury like a demon scorned! (Madness (Roguelike) difficulty)
			Escaped the Searing Halls.By Vasruatsmi the Ogre Doombringer level 6
76th Pyre 122nd year of Ascendancy at 18:43 see stats
			Level 10 (Madness (Roguelike) difficulty)
			Got a character to level 10.By Vasruatsmi the Ogre Doombringer level 10
79th Pyre 122nd year of Ascendancy at 10:58 see stats
			Level 20 (Madness (Roguelike) difficulty)
			Got a character to level 20.By Vasruatsmi the Ogre Doombringer level 20
7th Dusk 122nd year of Ascendancy at 23:10 see stats
			Size is everything (Madness (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Vasruatsmi the Ogre Doombringer level 20
8th Dusk 122nd year of Ascendancy at 01:46 see stats
			Size matters (Madness (Roguelike) difficulty)
			Did over 600 damage in one attack.By Vasruatsmi the Ogre Doombringer level 17
6th Dusk 122nd year of Ascendancy at 11:24 see stats
			The Arena (Madness (Roguelike) difficulty)
			Unlocked Arena mode.By Vasruatsmi the Ogre Doombringer level 10
3rd Mirth 122nd year of Ascendancy at 23:39 see stats
			The secret city (Madness (Roguelike) difficulty)
			Discovered the truth about mages.By Vasruatsmi the Ogre Doombringer level 16
5th Dusk 122nd year of Ascendancy at 19:48 see stats
			Treasure Hoarder (Madness (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Vasruatsmi the Ogre Doombringer level 21
9th Dusk 122nd year of Ascendancy at 08:14 see stats
			Treasure Hunter (Madness (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Vasruatsmi the Ogre Doombringer level 11
8th Mirth 122nd year of Ascendancy at 16:20 see stats
			Unstoppable (Madness (Roguelike) difficulty)
			Returned from the dead.By Vasruatsmi the Ogre Doombringer level 21
8th Dusk 122nd year of Ascendancy at 03:40 see stats
Log
Lava floor burns Emonor the elven corruptor!
Emonor the elven corruptor casts Timeless.
Emonor the elven corruptor recovers sight.
Emonor the elven corruptor is not disabled anymore.
Emonor the elven corruptor's shakes his fear off.
Emonor the elven corruptor stops burning.
Vasruatsmi hits Emonor the elven corruptor for 32 fire damage.
Vasruatsmi is free from the rotting disease.
Vasruatsmi is free from the decrepitude disease.
Lava floor heals Vasruatsmi!
Vasruatsmi hits Vasruatsmi for 224 healing, 188 healing (0 total damage) [412 healing].
Burning Shock from Emonor the elven corruptor hits Vasruatsmi for 44 fire damage.
Burning from Emonor the elven corruptor hits Vasruatsmi for 4 fire damage.
Emonor the elven corruptor's is no longer blazing.
Vasruatsmi receives 5 healing from Devouring flames from Vasruatsmi.
Lava floor burns Emonor the elven corruptor!
Emonor the elven corruptor casts Draining Assault.
Emonor the elven corruptor performs a melee critical strike against Vasruatsmi!
Emonor the elven corruptor is on fire!
Emonor the elven corruptor begins to fear you.
Emonor the elven corruptor's is surrounded with an all-consuming flame!
Emonor the elven corruptor's spell attains critical power!
Emonor the elven corruptor's spell attains critical power!
Emonor the elven corruptor performs a melee critical strike against Vasruatsmi!
Vasruatsmi deactivates Fearscape.
Emonor the elven corruptor's weapon surges with fire!
Saving done.
Saving done.
Saving game...




































































































