
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 | 
| Addons | Even More Blazblue Character Icons 1.5.5Adds even more, cleaner chibi custom tiles from the Blazblue series. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Hyperdimension Neptunia Character Icons 1.5.5Adds some very clean chibi custom tiles from the Hyperdimension Neptunia series of video games. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Credits to Yurax-Mae for sending these my way, as they are freebies for personal and non-commercial use Embers of Rage 1.7.0Official 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:
 Blazblue icons! 1.2.4Well, I was messing around with the wonderful new custom tile feature, and discovered the Blazblue Chronophantasma chibis look pretty dang good when resized down to 64x64. Thus, I decided to resize all the chibis I could find(31 in total) and release them as an addon! Requires donator status to actually use the custom tiles, I think. Other then that, let me know what you think! Some of the icons resized weird(Nu, Imperator, etc), but some turned out really amazing(Ragna!). C: Re:Creators Character Icons 1.5.5Adds some very clean chibi custom tiles from the Re:Creators anime (definitely top tier, I recommend it wholeheartedly) None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution.  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Female | 
| Race | Dwarf | 
| Class | Doombringer | 
| Level / Exp | 25 / 12% | 
| Size | medium | 
| Lifes / Deaths | Killed by Yeteprue the quasit squad leader at level 20 on the 4th Wealth 122nd year of Ascendancy at 04:29  / 2Killed by Horned Horror at level 25 on the 19th Dearth 122nd year of Ascendancy at 06:38  | 
Primary Stats
| Strength | 70 (base 55) | 
| Dexterity | 9 (base 10) | 
| Constitution | 43 (base 31) | 
| Magic | 44 (base 27) | 
| Willpower | 29 (base 10) | 
| Cunning | 19 (base 11) | 
Resources
| Life | -226/1018 | 
| Stamina | 220/220 | 
| Vim | 170/221 | 
| Healing Factor | 1.4897742564935 | 
| Regeneration | 6.3315405900975 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 12 | 
| Lite | 3 | 
| Infravision | 4 | 
| See Invisible | 5 | 
Offense: Mainhand
| Damage | 126 | 
| Accuracy | 39 | 
| Crit Chance | 35% | 
| APR | 18 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 45 | 
| Crit Chance | 11% | 
| Speed | 1 | 
| Cooldown Reduction | 10 | 
Offense: Mind
| Mindpower | 29 | 
| Crit Chance | 14% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +10% | 
| Physical | +3% | 
| Mind | +12% | 
| Blight | +6% | 
| Arcane | +5% | 
| Cold | +11% | 
| All | 0% | 
Offense: Damage Penetration
| Acid | +5% | 
| Fire | +5% | 
| Physical | +32% | 
| Mind | +5% | 
| Nature | +10% | 
Defense: Base
| Armour (hardiness) | 49.511077022655 (96.749889547741%) | 
| Defense | 16 | 
| Ranged Defense | 16 | 
| Fatigue | 21 | 
| Physical Save | 45 | 
| Spell Save | 27 | 
| Mental Save | 39 | 
Defense: Resistances
| Acid | + 33%( 70%) | 
| Blight | + 10%( 70%) | 
| Arcane | + 11%( 70%) | 
| Cold | + 25%( 70%) | 
| All | + 4%( 70%) | 
| Physical | + 22%( 70%) | 
| Lightning | + 19%( 70%) | 
| Light | + 18%( 70%) | 
| Temporal | + 10%( 70%) | 
| Mind | + 7%( 70%) | 
| Darkness | + 26%( 70%) | 
| Fire | + 18%( 70%) | 
| Nature | + 10%( 70%) | 
Defense: Immunities
| Disarm Resistance | 20% | 
| Teleport Resistance | 10% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 15% | 
| Poison Resistance | 12% | 
| Knockback Resistance | 60% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 315 life over 5 turns. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 193 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 427% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat.  | 
Class Talents
| Technique / Combat veteran | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Wrath | 1.30 | 
  | 4/5 | 
  | 2/5 | 
  | 5/5 | 
  | 2/5 | 
| Corruption / Torture | 1.30 | 
  | 3/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Shadowflame | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Heart of Fire | 1.30 | 
  | 2/5 | 
  | 3/5 | 
  | 2/5 | 
  | 1/5 | 
| Corruption / Brutality | 1.30 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat techniques | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Corruption / Oppression | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Demonic strength | 1.30 | 
  | 2/5 | 
  | 2/5 | 
  | 3/5 | 
  | 5/5 | 
| Cunning / Survival | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Hexes | 1.10 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
  | 2/5 | 
  | 4/5 | 
  | 0/5 | 
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.  | 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 successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)).  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic 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 treasureIt looks extremely dangerous, however - beware.  | active | 
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee!  | 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 have explored the Old Forest and vanquished Wrathroot. * 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 | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key.  | 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.  | 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 within13 lumberjacks have died.  | done | 
Equipment
| On feet |  Islotta (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Dex Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +20% physical Changes damage: +3% physical Physical save: +9 (+3 eff.) Damage Shield penetration: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  ChillhackerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +3 Cun / +1 Wil Changes resistances penetration: +5% mind Physical save: +6 (+2 eff.) Mental save: +9 (+3 eff.) Mental crit. chance: +1% Light radius: +3 Healing mod.: +10% 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 |  dwarven-steel helm 'Demonbringer' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str Changes resistances: +6% acid / +15% light / +3% darkness Changes damage: +6% blight Reduces incoming crit damage: 5.00% Disarm immunity: +20% Maximum life: +80.00 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 290.3 Physical damage. If the attack hits, the target is confused (24% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| Tool |  Brandedge the iron pickaxe (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +5 (+4 eff.) Changes stats: +1 Str Changes resistances: +9% acid Changes resistances penetration: +5% fire Teleport immunity: +10% Life regen: +4.00 Only die when reaching: -60.00 life Lowers spell cool-downs by: 10% Healing mod.: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  gold ring 'Arurada'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +6 Wil Physical save: +12 (+4 eff.) Mental save: +24 (+8 eff.) Knockback immunity: +20% Maximum life: +60.00 Rings make your fingers look great!  | 
| On fingers |  Cyrysevena the steel ringPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Changes resistances: +1% physical / +20% darkness / +6% blight / +22% cold / +6% nature Changes damage: +10% darkness / +11% cold Poison immunity: +12% Disease immunity: +10% Rings make your fingers look great!  | 
| Around waist |  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.  | 
| In main hand |  stralite greatsword 'Noonclamor' (48-76 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 light Damage (radius 1) on hit: +16 fire Damage (radius 2) on crit: +4 light When wielded/worn: Accuracy: +13 (+5 eff.) Armour penetration: +13 Physical crit. chance: +13.0% Changes resistances: +15% acid Changes resistances penetration: +5% acid / +12% physical Massive two-handed swords.  | 
| On hands |  stone warden's dwarven-steel gauntlets of spellstriking (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +7 Armour Hardiness: +7% Fatigue: +3% Damage (Melee): 6 arcane Changes stats: +5 Mag / +5 Wil / +8 Con Changes resistances: +7% arcane / +8% physical Changes damage: +5% arcane Spellpower: +6 (+2 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.  | 
| Main armor |  iron plate armour of thunder (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Physical power: +11 (+3 eff.) Armour: +7 Fatigue: +22% Changes stats: +4 Str / +4 Mag / +4 Wil Changes resistances: +10% lightning Spellpower: +10 (+4 eff.) Spell crit. chance: +5% Mindpower: +11 (+5 eff.) Mental crit. chance: +5% A suit of armour made of metal plates.  | 
| Cloak |  linen cloak 'Phlegmblood' (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: +2 Str / +5 Cun / +1 Con Changes resistances penetration: +10% nature Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  Hellsfist the gold amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +8 (+6 eff.) Changes stats: +8 Lck Changes resistances: +15% fire / +3% mind / +10% physical Changes damage: +12% mind Blindness immunity: +15% Stamina each turn: +0.50 Infravision radius: +4 Sight radius: +2 See invisible: +5 Reduce all damage from unseen attackers: 13% Amulets make your neck look great!  | 
Inventory
 Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved.  | 
 regeneration infusion of the sneak (heal 132; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 132 life over 5 turns. Its effects scale with your Cunning 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 nature talent.  | 
 wild infusion of the warrior (res 30%; physical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent.  | 
 Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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.  | 
 Blackspar the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str / +6 Dex / +2 Cun Changes resistances: +9% darkness Changes resistances penetration: +5% darkness Changes damage: +3% cold Physical save: +15 (+5 eff.) Spell save: +15 (+7 eff.) Mental save: +16 (+6 eff.) Amulets make your neck look great!  | 
 Gunerin the ShadowveinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +3% fire Changes damage: +6% darkness Spell save: +3 (+1 eff.) Poison immunity: +20% Confusion immunity: +10% Amulets make your neck look great!  | 
 Samadar the gold amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +3 Mag Changes resistances penetration: +10% mind Changes damage: +19% acid / +5% fire / +5% cold / +5% lightning Talent masteries: +0.28 Corruption / Demonic strength +0.22 Corruption / Heart of Fire +0.22 Corruption / Hexes Spellpower: +4 (+2 eff.) Spell crit. chance: +5% Amulets make your neck look great!  | 
 ShivercrackInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 23 Changes resistances: +3% cold / +22% fire Changes damage: +11% fire Rings make your fingers look great!  | 
 rogue's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+5 eff.) Changes stats: +3 Cun Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great!  | 
 Drake's Bane (45-68 power, 21 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide.  | 
 iron greatmaul of massacre (29-44 power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 29.0 - 43.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls.  | 
 Blindwilder (23-37 power, 12 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage Shield penetration (this weapon only): +16% Damage (Melee): +8 light When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +9 (+6 eff.) Changes resistances: +6% light / +5% arcane Changes resistances penetration: +5% light Disarm immunity: +36% Massive two-handed swords.  | 
 Galeveil the steel greatsword (28-44 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 27.5 - 44.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +16 cold Damage (radius 1) on hit: +4 lightning / +8 fire Damage (radius 2) on crit: +16 fire When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +10 (+7 eff.) Changes resistances penetration: +5% lightning Disarm immunity: +29% Massive two-handed swords.  | 
 iron greatsword (16-25 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords.  | 
 rough leather belt 'Urykhad'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +15% lightning / +6% temporal Changes damage: +12% mind Confusion immunity: +10% Life regen: +2.00 Only die when reaching: -20.00 life A belt that goes around your waist.  | 
 rough leather belt of transcendenceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +5 (+1 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist.  | 
 Boltmoon (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Str / +4 Mag / +1 Wil / +1 Con Changes resistances: +6% lightning Changes damage: +6% acid / +15% lightning / +6% blight Disease immunity: +21% Spellpower: +4 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 pair of rough leather boots 'Shinespitter' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Effects on melee hit: * 10% chance to reduce armor by 33% Changes damage: +15% acid / +9% light Maximum encumbrance: +20 Physical save: +6 (+2 eff.) A pair of boots made of leather.  | 
 sand rough leather gloves (0 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 5 physical Changes damage: +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.  | 
 Mardostir the iron helm (5 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+4 eff.) Fatigue: +5% Changes resistances: +6% fire / +3% mind / +6% cold Changes damage: +9% mind Teleport immunity: +20% Stamina each turn: +1.00 Only die when reaching: -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 miner's iron helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 rough leather cap 'Poratta' (4 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Defense: +4 (+4 eff.) Fatigue: +1% Effects on melee hit: * 10% chance to slow global speed by 46% Changes stats: +1 Str / +1 Wil Changes resistances: +9% lightning / +3% all Changes resistances penetration: +15% acid Physical save: +6 (+2 eff.) Spell save: +3 (+1 eff.) A cap made of leather.  | 
 Bregonarihor the Stormserpent (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +4 Str / +2 Cun / +2 Con Changes resistances: +16% cold Changes resistances penetration: +5% lightning Infravision radius: +1 A suit of armour made of mail.  | 
 impenetrable iron mail armour of implacability (2 def, 14 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +14 Defense: +2 (+2 eff.) Fatigue: +8% Physical save: +6 (+2 eff.) A suit of armour made of mail.  | 
 iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail.  | 
 10 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.  | 
 263 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.  | 
 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.  | 
 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+1 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.  | 
 Fogcutter (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +1 Defense: +15 (+9 eff.) Fatigue: -5% Changes stats: +3 Str Changes resistances: +6% darkness Only die when reaching: -60.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Zanyharandil the Stormcast (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 6 acid / 2 lightning Changes stats: +2 Str / +2 Wil Changes damage: +3% lightning Mindpower: +5 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 dwarven iron pickaxe (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Maximum life: +41.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 iron pickaxe 'Ashfury' (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 fire Changes stats: +2 Str / +1 Wil Changes resistances: +9% fire Changes damage: +3% lightning / +6% mind Critical mult.: +5.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+0 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.  | 
 Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite 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.(83 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
 brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 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.  | 
 2 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.  | 
 4 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: +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.  | 
 2 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
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Jean29 the Dwarf Doombringer level 18
40th Profit 122nd year of Ascendancy at 21:45 see stats
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Jean29 the Dwarf Doombringer level 23
10th Dearth 122nd year of Ascendancy at 05:31 see stats
			Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
			Escaped the Searing Halls.By Jean29 the Dwarf Doombringer level 6
20th Voratun 122nd year of Ascendancy at 04:30 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Jean29 the Dwarf Doombringer level 10
31st Voratun 122nd year of Ascendancy at 09:55 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Jean29 the Dwarf Doombringer level 20
3rd Wealth 122nd year of Ascendancy at 08:53 see stats
			Once bitten, twice shy (Insane (Roguelike) difficulty)
			Escaped the Anteroom of Agony.By Jean29 the Dwarf Doombringer level 21
5th Wealth 122nd year of Ascendancy at 10:00 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Jean29 the Dwarf Doombringer level 20
5th Wealth 122nd year of Ascendancy at 02:24 see stats
			That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Jean29 the Dwarf Doombringer level 20
4th Wealth 122nd year of Ascendancy at 04:23 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Jean29 the Dwarf Doombringer level 9
29th Voratun 122nd year of Ascendancy at 04:59 see stats
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Jean29 the Dwarf Doombringer level 14
18th Profit 122nd year of Ascendancy at 01:52 see stats
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Jean29 the Dwarf Doombringer level 24
16th Dearth 122nd year of Ascendancy at 00:58 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Jean29 the Dwarf Doombringer level 16
21st Profit 122nd year of Ascendancy at 23:35 see stats
			Unstoppable (Insane (Roguelike) difficulty)
			Returned from the dead.By Jean29 the Dwarf Doombringer level 20
4th Wealth 122nd year of Ascendancy at 04:29 see stats
Log
Deadly Poison from Thief hits Jean29 for 22 nature damage.
Horned Horror raises their leg and snaps it downward in a devastating axe kick.
Jean29's brain isn't quite working right!
Melee retaliation hits Horned Horror for (2 flat reduction), 0 cold (0 total damage).
Horned Horror hits Jean29 for 83 physical, 19 lightning (102 total damage).
Jean29 receives 3 healing from Devouring flames from Jean29.
Burning from Jean29 hits Horned Horror for (22 flat reduction), 15 fire (15 total damage).
Jean29 fails to use Draining Assault.
Deadly Poison from Thief hits Jean29 for 22 nature damage.
Horned Horror lashes out with a spinning backhand.
Melee retaliation hits Horned Horror for (2 flat reduction), 0 cold (0 total damage).
Horned Horror hits Jean29 for 158 physical, 19 lightning (177 total damage).
Horned Horror is less vulnerable.
Horned Horror stops burning.
Jean29 receives 3 healing from Devouring flames from Jean29.
Jean29 casts Wraithform.
Jean29 turns into a wraith.
Jean29 fails to use Draining Assault.
Jean29 regains their concentration.
Jean29 is no longer poisoned.
Talent Infusion: Wild is ready to use.
Horned Horror throws a finishing uppercut.
Horned Horror casts Nova.
Horned Horror casts Lightning.
Jean29 is stunned!
Melee retaliation hits Horned Horror for (2 flat reduction), 0 cold (0 total damage).
Horned Horror hits Jean29 for 167 physical, 19 lightning, 45 lightning, 60 lightning (290 total damage).
Jean29 the level 25 dwarf doombringer was electrocuted to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.





























































































