










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 | Ghoul | 
| Class | Marauder | 
| Level / Exp | 12 / 63% | 
| Size | medium | 
| Lifes / Deaths | Killed by Salumina the copperhead snake at level 12 on the 11st Haze 122nd year of Ascendancy at 14:44 3 / 2Killed by Saffron at level 12 on the 11st Haze 122nd year of Ascendancy at 14:51  | 
Primary Stats
| Strength | 38 (base 17) | 
| Dexterity | 45 (base 36) | 
| Constitution | 33 (base 15) | 
| Magic | 10 (base 10) | 
| Willpower | 15 (base 10) | 
| Cunning | 22 (base 14) | 
Resources
| Life | 421/421 | 
| Stamina | 192/192 | 
| Healing Factor | 1.2789294477288 | 
| Regeneration | 6.7143796005762 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -66.666666666667% | 
| Spell | 0% | 
| Global | +80% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| Infravision | 5 | 
| See Stealth | 25.823515768852 | 
| See Invisible | 25.823515768852 | 
Offense: Mainhand
| Damage | 50 | 
| Accuracy | 45 | 
| Crit Chance | 12% | 
| APR | 9 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 40 | 
| Accuracy | 45 | 
| Crit Chance | 11% | 
| APR | 8 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 15 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 27 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +17% | 
| Light | +10% | 
| Nature | +12% | 
| Physical | +12% | 
| Lightning | +3% | 
| All | 0% | 
Offense: Damage Penetration
| Darkness | +20% | 
Defense: Base
| Armour (hardiness) | 5 (30%) | 
| Defense | 24 | 
| Ranged Defense | 24 | 
| Fatigue | 3 | 
| Physical Save | 22 | 
| Spell Save | 20 | 
| Mental Save | 24 | 
Defense: Resistances
| Acid | + 28%( 70%) | 
| Light | + 30%( 70%) | 
| Physical | + 2%( 70%) | 
| All | 0%( 70%) | 
| Nature | + 27%( 70%) | 
Defense: Immunities
| Stun Resistance | 82% | 
| Bleed Resistance | 100% | 
| Confusion Resistance | 55% | 
| Fear Resistance | 100% | 
| Poison Resistance | 80% | 
| Instadeath Resistance | 100% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 130 damage for 5 turns.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown.  | 
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 61 with a minimum range of 15. Its effects scale with your Strength stat.  | 
Class Talents
| Technique / Duelist | 1.30 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat veteran | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Dual techniques | 1.30 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat techniques | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Throwing knives | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Undead / Ghoul | 1.10 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.30 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Mobility | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Thuggery | 1.30 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 1/5 | 
  | 0/5 | 
  | 2/5 | 
  | 0/5 | 
  | 1/5 | 
Effects
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.  | active | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active | 
You failed to protect the lone alchemist from death by Saffron. Escort: lone alchemist (level 3 of Norgos Lair) | failed | 
You failed to protect the lost sun paladin from death by giant venus flytrap. Escort: lost sun paladin (level 3 of Trollmire) | failed | 
You failed to protect the lost tinker from death by Eilinoldanne the treant. Escort: lost tinker (level 2 of Norgos Lair) | failed | 
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)).  | 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 | 
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 AlchemistsStire of Derth needs your help making an elixir of precision. 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...' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.'  | active | 
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 | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within10 lumberjacks have died.  | done | 
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble.  | done | 
Equipment
| On feet |  Corruptionripper the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to slow global speed by 44% * 20% chance to reduce armor by 19% Changes stats: +2 Str / +2 Con Changes resistances: +2% physical It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather.  | 
| Light source |  Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
| On head |  Emyrinor the Skymark (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +4 Cun / +3 Con Changes resistances: +6% acid Changes damage: +3% lightning / +6% acid Reduces incoming crit damage: 5.00% Light radius: +1 A cap made of leather.  | 
| On hands |  iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str 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.  | 
| Tool |  Vipervenom (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +1 Changes stats: +1 Str / +1 Wil / +1 Cun Changes resistances: +3% nature Hate when firing a critical mind attack: +1.00 Only die when reaching: -60.00 life Maximum life: +23.00 Maximum stamina: +16.00 Mindpower: +10 (+5 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  steel ring 'Urthorain'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Changes stats: +1 Dex / +4 Wil Changes resistances: +24% nature Changes damage: +12% nature / +9% physical Mental save: +15 (+8 eff.) Confusion immunity: +23% Stamina each turn: +1.00 Rings make your fingers look great!  | 
| On fingers |  Adolramira the EclipsebloodInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 19 Changes resistances: +22% acid Changes resistances penetration: +20% darkness Changes damage: +11% acid Rings make your fingers look great!  | 
| Around neck |  restful copper amulet of strength (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str Life regen: +2.00 Amulets make your neck look great!  | 
| In main hand |  thought-forged steel dagger of massacre (18-23 power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 18.0 - 23.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 13% chance to reduce all saves and defense by 19 Damage (Melee): +8 mind When wielded/worn: Changes stats: +1 Cun / +2 Wil Sharp, short and deadly.  | 
| Around waist |  Filthwilder the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +10 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 44% Changes stats: +1 Str / +7 Dex / +4 Cun / +1 Con / +6 Lck Trap disarming bonus: +7 Stealth bonus: +7 Stamina each turn: +1.00 Infravision radius: +3 A belt that goes around your waist.  | 
| In off hand |  acidic iron dagger of massacre (16-20 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.5 - 20.2 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 Sharp, short and deadly.  | 
| Cloak |  Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric.  | 
| Main armor |  rough leather armour 'Aladas' (3 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Changes damage: +3% physical Maximum life: +22.00 Maximum stamina: +30.00 A suit of armour made of leather.  | 
Inventory
 Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..."  | 
 This item will automatically be transmogrified when you leave the level.Ebonyspawner the iron dagger (16-21 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 16.5 - 21.4 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 16% When wielded/worn: Damage when hit (Melee): 2 acid Changes resistances: +3% acid Changes resistances penetration: +5% darkness Mental save: +3 (+2 eff.) Hate when firing a critical mind attack: +1.00 Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.River's Fury (23-32 power, 8 apr) Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+7 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 4.70 cold damage and 5.26 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river.  | 
 Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.  | 
 This item will automatically be transmogrified when you leave the level.Chykan the Arcguile (11 def, 8 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +8 Defense: +11 (+6 eff.) Damage when hit (Melee): 2 light / 2 lightning Changes stats: +1 Cun / +2 Dex Changes resistances: +1% physical Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 This item will automatically be transmogrified when you leave the level.Isluda the Carrionmonster (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% mind / +3% cold Changes damage: +18% nature / +9% mind Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 This item will automatically be transmogrified when you leave the level.Miretouch the rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 lightning Changes stats: +3 Dex Changes resistances: +3% fire Changes resistances penetration: +10% nature Physical save: +6 (+3 eff.) Only die when reaching: -80.00 life A cap made of leather.  | 
 This item will automatically be transmogrified when you leave the level.iron helm 'Morningsin' (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +5 Mag Changes damage: +3% light Physical save: +12 (+6 eff.) Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Coral Spray (8 def, 8 armour, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean.  | 
 brass lantern 'Demonvortex'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 44% Changes resistances: +9% acid / +3% darkness Changes resistances penetration: +10% nature Changes damage: +6% darkness Maximum life: +40.00 Light radius: +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.  | 
 This item will automatically be transmogrified when you leave the level.scorching brass lantern of clarity Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Mental save: +5 (+3 eff.) Light radius: +3 See stealth: +6 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.  | 
 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.  | 
 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) 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.  | 
 citrine0.00 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.  | 
Achievements
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Saffron the Ghoul Marauder level 10
65th Dusk 122nd year of Ascendancy at 19:19 see stats
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Saffron the Ghoul Marauder level 10
65th Dusk 122nd year of Ascendancy at 19:18 see stats
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Saffron the Ghoul Marauder level 9
1st Flare 122nd year of Ascendancy at 14:31 see stats
			Utterly Destroyed (Insane (Adventure) difficulty)
			Died on the Eidolon Plane.By Saffron the Ghoul Marauder level 12
11st Haze 122nd year of Ascendancy at 14:51 see stats
Log
Saffron casts Rune: Shatter Afflictions.
Salumina the copperhead snake deactivates Charged Aura.
Saffron resists!
Salumina the copperhead snake hits Saffron for 84 lightning damage.
Salumina the copperhead snake uses Pyrokinesis.
Saffron is on fire!
Talent Retch is ready to use.
Burning from Salumina the copperhead snake hits Saffron for 26 fire damage.
Salumina the copperhead snake uses Mindlash.
Salumina the copperhead snake hits Saffron for 58 physical damage.
Saffron uses Retch.
Saffron VOMITS on the ground!
Burning from Salumina the copperhead snake hits Saffron for 26 fire damage.
Salumina the copperhead snake deactivates Kinetic Aura.
Saffron resists the punch!
Salumina the copperhead snake hits Saffron for 77 physical damage.
Saffron's purging blight area effect hits Salumina the copperhead snake for (8 flat reduction), 5 blight (5 total damage).
Saffron the level 12 ghoul marauder was torn limb from limb to death by Salumina the copperhead snake on level 3 of Norgos Lair.
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.
Salumina the copperhead snake killed Saffron!
Saving game...
Talent Rune: Shatter Afflictions is ready to use.
Talent Vitality is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!














































































