













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 | 
| 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:
 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:
 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Infinite | 
| Mode | Normal Roguelike | 
| Sex | Male | 
| Race | Drem | 
| Class | Adventurer | 
| Level / Exp | 16 / 87% | 
| Size | medium | 
| Lifes / Deaths | Killed by orc grand master assassin at level 16 on the 21st Profit 122nd year of Ascendancy at 06:46  / 1 | 
Primary Stats
| Strength | 33 (base 25) | 
| Dexterity | 16 (base 12) | 
| Constitution | 14 (base 13) | 
| Magic | 33 (base 31) | 
| Willpower | 33 (base 23) | 
| Cunning | 31 (base 19) | 
Resources
| Insanity | 0/100 | 
| Psi | 89/113 | 
| Vim | 116/137 | 
| Life | -59/480 | 
| Stamina | 164/164 | 
| Steam | 100/100 | 
| Healing Factor | 0.20324160704456 | 
| Regeneration | 7.2943412768292 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +28% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
Offense: Mainhand
| Damage | 43 | 
| Accuracy | 31 | 
| Crit Chance | 10% | 
| APR | 0 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 21 | 
| Accuracy | 31 | 
| Crit Chance | 8% | 
| APR | 0 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 40 | 
| Crit Chance | 7% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 29 | 
| Crit Chance | 10% | 
| Speed | 1 | 
Offense: Damage Bonus
| Cold | +10% | 
| Darkness | +3% | 
| Light | +10% | 
| Temporal | +4% | 
| Blight | +3% | 
| Physical | +10% | 
| Mind | +6% | 
| All | 0% | 
Offense: Damage Penetration
| Fire | +20% | 
| Blight | +5% | 
| Physical | +5% | 
| Mind | +15% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 50.15 (80%) | 
| Defense | 26 | 
| Ranged Defense | 32 | 
| Fatigue | 33 | 
| Physical Save | 16 | 
| Spell Save | 21 | 
| Mental Save | 27 | 
Defense: Resistances
| Blight | + 25%( 70%) | 
| Physical | + 24%( 70%) | 
| Cold | + 49%( 70%) | 
| All | + 15%( 70%) | 
| Darkness | + 17%( 70%) | 
| Light | + 27%( 70%) | 
| Temporal | + 28%( 70%) | 
| Fire | + 36%( 70%) | 
| Mind | + 35%( 70%) | 
Defense: Immunities
| Stun Resistance | 20% | 
| Bleed Resistance | 10% | 
| Pinning Resistance | 32% | 
| Silence Resistance | 5% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 0% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 173 life over 5 turns. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 178 damage for 5 turns. Its effects scale with your Magic stat.  | 
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.3 steam per turn. Can be activated for an instant burst of 22 steam.  | 
Class Talents
| Corruption / Demonic pact | 1.00 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
  | 5/5 | 
| Psionic / Action at a distance | 1.00 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Doom shield | 1.00 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Thoughts of iron | 1.00 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Earthen power | 1.00 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Demented / Path of horror | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
Generic Talents
| Race / Drem | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Psionic / Augmented mobility | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Psionic / Finer energy manipulations | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
| Technique / Combat training | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| talent | Molten Iron Blood | 
| talent | Skate | 
| talent | Hardened Core | 
| talent | Osmosis Shield | 
| talent | Beyond the Flesh | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation | 
| detrimental effect | The target is poisoned, taking 23.00 nature damage per turn and decreasing all heals received by 28%. Insidious Poison | 
| beneficial effect | A flow of life spins around the target, regenerating 34.64 life per turn. Regeneration | 
| detrimental effect | The target is poisoned, taking 94.74 nature damage per turn. Healing received is reduced by 65%. Damage dealt is reduced by 18%. Deadly Poison | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation | 
| beneficial effect | Infinite Dungeon Challenge: Mirror Match (Level 17) Challenge | 
| beneficial effect | You regenerate a total of 98.40 life over the duration of the effect. Osmosis Regeneration | 
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 14)You completed the challenge and received: Random Artifact: Morand (18-27 power, 2 apr)  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 6)You completed the challenge and received: Random Artifact: Daykiller (0 def, 3 armour)  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 7)You completed the challenge and received: Random Artifact: Xeraldamina (1 def, 0 armour)  | done | 
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 13)You completed the challenge and received: +1 Class Point  | done | 
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 17) | active | 
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 4)You completed the challenge and received: Random Artifact: Xitta  | done | 
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 10) | failed | 
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 5)You completed the challenge and received: +1 Class Point and +3 Stat Points  | done | 
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory!  | active | 
Equipment
| Psionic focus |  Morand (18-27 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 18.0 - 27.0 Uses stat: 96% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 14% chance to cause random gloom * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Melee): +12 lightning / +12 mind / +10 acid Burst (radius 1) on hit: +4 physical When wielded/worn: Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 acid Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +5% physical Talent granted: +2 Flame Bolts Stamina each turn: +0.20 Massive two-handed battleaxes.  | 
| On hands |  temporal iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Damage (Melee): 6 temporal Damage (Ranged): 6 temporal Changes stats: +2 Str Changes resistances: +6% temporal Changes damage: +4% temporal Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Light source |  Relgeromistir the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +1% physical / +3% darkness / +9% mind Cut immunity: +10% Silence immunity: +5% Maximum life: +41.00 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.  | 
| On head |  Xeraldamina (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +9% blight / +15% light / +3% mind Changes resistances penetration: +5% blight Changes damage: +10% light Psi each turn: +0.13 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly...  | 
| On feet |  Chameharatir the Hellnaught (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +12% fire / +12% mind / +5% cold Changes resistances penetration: +15% mind Changes damage: +6% mind Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Tool |  Cinderspawn [power 45]  (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +3 Str / +2 Dex / +4 Wil Changes resistances penetration: +20% fire It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 45 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers.  | 
| On fingers |  copper ring of frost (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Vim when hit: +1.00 Rings can have magical properties.  | 
| On fingers |  copper ring of the mountain (+10%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% physical Changes damage: +10% physical Vim when hit: +0.00 Rings can have magical properties.  | 
| Around neck |  stabilizing steel amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +10% temporal Pinning immunity: +22% Knockback immunity: +22% Amulets can have magical properties.  | 
| In main hand |  dwarven-steel shield (8 def, 2 armour, 32.5-39 power, 81 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.5 - 39.0 Uses stat: 80% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +81 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Talent granted: +3 Block Handheld deflection devices.  | 
| Around waist |  blurring rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Fatigue: -5% Stealth bonus: +6 Maximum encumbrance: +22 A belt that goes around your waist.  | 
| In off hand |  Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 112% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 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.  | 
| Cloak |  Eremulin (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Dex Changes resistances: +3% blight / +3% fire Pinning immunity: +10% Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  enlightening steel mail armour of Eyal (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +4 Cun / +4 Wil Mental save: +13 (+7 eff.) Life regen: +1.00 Maximum life: +44.00 Healing mod.: +10% A suit of armour made of mail.  | 
Inventory
 medical injector implant of the wizard (efficiency 108% / cooldown 59%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 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 108% efficiency and cooldown mod of 59%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 medical injector implant of the wizard (efficiency 106% / cooldown 84%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 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 106% efficiency and cooldown mod of 84%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 movement infusion of the warrior (399% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 399% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 teleportation rune of the titan (range 34)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 34 with a minimum range of 15. Its effects scale with your Constitution 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 ability.  | 
 schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +22% Amulets can have magical properties.  | 
 rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Rings can have magical properties.  | 
 sneakthief's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +5 Cun / +5 Dex Vim when hit: +0.00 Rings can have magical properties.  | 
 manaburning steel battleaxe of erosion (20.5-30.75 power, 2 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 96% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 19 arcane resource burn Damage (Melee): +10 temporal / +7 nature Massive two-handed battleaxes.  | 
 radiant rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 light Changes resistances: +5% light Changes damage: +3% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Daykiller (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +3 Fatigue: +5% Changes stats: +4 Con Changes resistances: +5% lightning / +5% temporal Changes damage: +3% light Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 3 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.  | 
 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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.  | 
 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 demon seed [fire imp] (level 11, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Flame Bolts Demon status: alive (78% life). The seed of a demon.  | 
 demon seed [fire imp] (level 12, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Flame Bolts Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 15, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Flame Bolts Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 17, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (15% life). The seed of a demon.  | 
 demon seed [fire imp] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (level 19, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (level 22, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 sapper's iron pickaxe (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts.  | 
 XittaPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 21 fire Changes stats: +1 Mag Changes resistances: +12% fire Changes damage: +3% acid Mental save: +5 (+3 eff.) Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +4 (+1 eff.) Spell crit. chance: +2% Light radius: +2 See stealth: +6 See invisible: +7 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.  | 
 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.  | 
 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.  | 
 Polothra the iron torque of kinetic psionic shield [power 25]  (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes damage: +30% acid / +3% temporal It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers.  | 
 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.  | 
 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.  | 
 5 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.  | 
 4 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
			A Fistful of Gold (Roguelike)
			Buy an item from an AAA.By Blood Wall the Drem Adventurer level 13
7th Profit 122nd year of Ascendancy at 21:09 see stats
			Infinite x10 (Roguelike)
			Got to level 10 of the infinite dungeon.By Blood Wall the Drem Adventurer level 11
3rd Profit 122nd year of Ascendancy at 20:05 see stats
			Level 10 (Roguelike)
			Got a character to level 10.By Blood Wall the Drem Adventurer level 10
1st Profit 122nd year of Ascendancy at 12:23 see stats
Log
Your shield crumbles under the damage!
The shield around Blood Wall crumbles.
Blood Wall's Beyond the Flesh hits Orc grand master assassin for 20 physical, 8 lightning, 8 mind, 5 acid, 4 temporal, 3 physical (49 total damage).
Deadly Poison from Orc grand master assassin hits Blood Wall for (46 absorbed), 17 nature (17 total damage).
Insidious Poison from Orc grand master assassin hits Blood Wall for (20 absorbed), 0 nature (0 total damage).
Blood Wall misses Orc grand master assassin.
Blood Wall misses Orc grand master assassin.
Blood Wall hits Orc grand master assassin for 2 acid, 8 fire, 2 acid, 8 fire (20 total damage).
Orc grand master assassin hits Blood Wall for 8 physical, 17 physical (25 total damage).
Blood Wall's Beyond the Flesh hits Orc grand master assassin for 25 physical, 10 lightning, 10 mind, 7 acid, 5 temporal, 4 physical (61 total damage).
Deadly Poison from Orc grand master assassin hits Blood Wall for 75 nature damage.
Insidious Poison from Orc grand master assassin hits Blood Wall for 20 nature damage.
Blood Wall activates Osmosis Shield.
Blood Wall uses Realign.
Blood Wall's ability to fight has recovered.
Blood Wall is cured!
Blood Wall receives 22 healing.
Blood Wall hits Orc grand master assassin for 3 acid, 10 fire, 3 acid, 10 fire (25 total damage).
Orc grand master assassin hits Blood Wall for (10 turned into osmosis), 10 physical, (19 turned into osmosis), 19 physical (29 total damage).
Blood Wall's Beyond the Flesh misses Orc grand master assassin.
Deadly Poison from Orc grand master assassin hits Blood Wall for (49 turned into osmosis), 83 nature (83 total damage).
Insidious Poison from Orc grand master assassin hits Blood Wall for (20 turned into osmosis), 20 nature (20 total damage).
Hotkey page 2 is now displayed.
Blood Wall casts Twisted Portal.
Select a teleport location...
Orc grand master assassin roars triumphantly.
Saving game...




















































































