











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
 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:
 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 Roguelike | 
| Sex | Female | 
| Race | Krog | 
| Class | Mindslayer | 
| Level / Exp | 17 / 49% | 
| Size | big | 
| Lifes / Deaths | no deaths recorded/ 0 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 39 (base 11) | 
| Dexterity | 19 (base 10) | 
| Constitution | 21 (base 10) | 
| Magic | 9 (base 10) | 
| Willpower | 61 (base 39) | 
| Cunning | 34 (base 28) | 
Resources
| Life | 459/459 | 
| Equilibrium | 30 | 
| Psi | 131/131 | 
| Healing Factor | 1.144804467222 | 
| Regeneration | 0.28620111680549 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +22.783646509902% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| See Invisible | 12 | 
Offense: Mainhand
| Damage | 48 | 
| Accuracy | 41 | 
| Crit Chance | 20% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 26 | 
| Accuracy | 41 | 
| Crit Chance | 20% | 
| APR | 6 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 4.5 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 38 | 
| Crit Chance | 10% | 
| Speed | 1 | 
Offense: Damage Bonus
| Physical | +10% | 
| Acid | +12% | 
| Light | +6% | 
| Lightning | +9% | 
| Cold | +27% | 
| Arcane | +18% | 
| Mind | +5% | 
| All | 0% | 
Offense: Damage Penetration
| Lightning | +10% | 
| Blight | +5% | 
| Arcane | +5% | 
| Mind | +5% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 17 (30%) | 
| Defense | 25 | 
| Ranged Defense | 25 | 
| Fatigue | 2 | 
| Physical Save | 28 | 
| Spell Save | 28 | 
| Mental Save | 26 | 
Defense: Resistances
| Acid | + 43%( 70%) | 
| Blight | + 28%( 70%) | 
| Physical | + 14%( 70%) | 
| Cold | + 35%( 70%) | 
| All | + 10%( 70%) | 
| Darkness | + 13%( 70%) | 
| Light | + 16%( 70%) | 
| Temporal | + 10%( 70%) | 
| Lightning | + 18%( 70%) | 
| Fire | + 55%( 70%) | 
| Nature | + 46%( 70%) | 
Defense: Immunities
| Stun Resistance | 40% | 
| Instadeath Resistance | 100% | 
| Disarm Resistance | 34% | 
| Poison Resistance | 31% | 
| Knockback Resistance | 0% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration 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 317 life over 5 turns. Its effects scale with your Willpower stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 116 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. | 
Class Talents
| Psionic / Absorption | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Psionic / Augmented striking | 1.30 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Voracity | 1.30 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Focus | 1.30 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Projection | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Psionic / Psi-fighting | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Augmented mobility | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Wild-gift / Antimagic | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Psionic / Finer energy manipulations | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Race / Krog | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Effects
| talent | Augmentation | 
| talent | Skate | 
| talent | Thermal Shield | 
| talent | Kinetic Shield | 
| talent | Beyond the Flesh | 
| talent | Antimagic Shield | 
Quests
| 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 successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul.Escort: injured seer (level 2 of Ruins of Kor'Pul) As a reward you improved talent Nature's Touch (+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 treasure It 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 darkness The 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 have explored the Maze and vanquished the Horned Horror. * 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | 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 Alchemists 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 bear paw. * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * You've found the needed pouch of faeros ash. * You've found the needed orc heart. | active | 
| You have been invited to join a group called the Ziguranth, dedicated to opposing magic.The Curse of Magic | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 7 lumberjacks have died. | done | 
Equipment
| Psionic focus |  Zubothra the steel greatsword (32-51 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 Base power: 32.0 - 51.2 Uses stat: 88% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +22 (+7 eff.) Defense: +10 (+5 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Changes stats: +2 Str Changes resistances: +6% lightning / +3% darkness / +6% nature Changes damage: +10% physical Disarm immunity: +34% Massive two-handed swords. | 
| On hands |  Emylralle (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Str / +1 Cun Changes resistances: +4% physical Critical mult.: +15.00% Only die when reaching: -40.00 life When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 29% Wil, 69% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. | 
| Light source |  Earurin the Glimmersmash Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +6% light Changes resistances penetration: +5% arcane Changes damage: +9% cold / +5% mind / +9% arcane Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  rough leather cap 'Emitta' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 51% Changes stats: +6 Str Changes resistances: +3% nature / +3% cold A cap made of leather. | 
| On feet |  Voidbraid (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +1 Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes stats: +1 Mag / +2 Wil / +1 Cun Changes damage: +3% arcane Mental crit. chance: +2% A pair of boots made of leather. | 
| Tool |  Splendourwish the elven-wood totem of healing [power 374]  (15 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Wil Changes resistances penetration: +5% mind Changes damage: +6% light Critical mult.: +5.00% It can be used to heal yourself and all friendly characters within 10 spaces for 374 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 17% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  Islyvena Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +2 Con Changes resistances: +24% acid / +7% nature / +7% blight Changes resistances penetration: +5% blight Changes damage: +12% acid / +6% arcane Spell save: +13 (+7 eff.) Poison immunity: +11% Disease immunity: +11% Mana each turn: +0.04 Maximum stamina: +14.00 Rings make your fingers look great! | 
| On fingers |  Vargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 20.32 cold and 17.60 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. | 
| Around neck |  cleansing steel amulet of cunning (+4) Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +14% nature / +10% blight Poison immunity: +20% Disease immunity: +20% Amulets make your neck look great! | 
| In main hand |  Poratha (11-15 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 73% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 51% Changes stats: +1 Con Changes resistances: +3% blight Sharp, long, and deadly. | 
| Around waist |  rough leather belt 'Vorybretira' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +12% acid Stun/Freeze immunity: +20% Only die when reaching: -20.00 life Maximum life: +38.00 See invisible: +12 Healing mod.: +5% A belt that goes around your waist. | 
| In off hand |  steel longsword of crippling (16-23 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stat: 73% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +6.0% Sharp, long, and deadly. | 
| Cloak |  Anusin the Flamedeath (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 10 fire Changes resistances: +3% lightning / +3% fire Changes resistances penetration: +10% lightning Changes damage: +3% cold Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  linen robe 'Nimbusspar' (3 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +9 Defense: +3 (+1 eff.) Changes stats: +3 Dex Changes resistances: +7% all Changes damage: +9% lightning Physical save: +15 (+7 eff.) Only die when reaching: -60.00 life Maximum stamina: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
Inventory
|  cleansing steel amulet of constitution (+4) Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +12% nature / +12% blight Poison immunity: +21% Disease immunity: +25% Amulets make your neck look great! | 
|  starlit copper amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% light / +11% darkness Blindness immunity: +21% Amulets make your neck look great! | 
|  Emelabrewe the steel ring Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +20 (+7 eff.) Armour: +2 Changes stats: +4 Dex / +4 Mag / +5 Wil / +4 Cun / +1 Con Changes resistances: +24% nature Changes damage: +12% nature Maximum stamina: +10.00 Spellpower: +6 (+3 eff.) Rings make your fingers look great! | 
|  Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? | 
|  Silent Blade (25-32 power, 10 apr) Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 26% Wil, 48% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. | 
|  Spellcrusher (32-48 power, 4 apr) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 88% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 (+8 eff.) This large steel greatmaul has thick vines wrapped around the handle. | 
|  Icesmasher the steel longsword (15-21 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 73% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 cold / +7 nature / +7 darkness Damage (radius 2) on crit: +4 light Damage against: +7% Living When wielded/worn: Accuracy: +7 (+2 eff.) Damage when hit (Melee): 4 cold Changes stats: +2 Dex Changes damage: +6% cold Light radius: +3 Combat speed: +10% Sharp, long, and deadly. | 
|  iron waraxe 'Eremogund' (12-17 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 73% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 nature When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +3 Con Light radius: +2 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% One-handed war axes. | 
|  Erochak the linen robe (12 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +2 Defense: +12 (+6 eff.) Damage when hit (Melee): 6 mind Changes resistances: +7% all Changes resistances penetration: +5% physical Physical save: +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Tarridugorn (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Changes resistances: +6% lightning / +5% temporal Reduces incoming crit damage: 5.00% Confusion immunity: +20% Light radius: +1 A pair of boots made of leather. | 
|  Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 29% Wil, 69% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. | 
|  4 agate 0.00 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. | 
|  2 aquamarine 0.00 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 opal 0.00 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. | 
|  Carrionarc (dig speed 37 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 51% Changes stats: +1 Str Changes resistances: +16% nature / +6% acid Changes damage: +6% nature / +3% acid When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  3 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. | 
|  Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 36.08 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 36.08 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. | 
|  Stargrit Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Dex / +6 Wil / +3 Con Changes damage: +5% mind / +3% light Light radius: +4 See invisible: +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 Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  Rod of Annulment (1/1) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. | 
|  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 Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  dwarven-steel torque of gale force 'Willowwar' [power 200]  (15 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 51% * 20% chance to reduce armor by 10% Damage when hit (Melee): 2 nature Changes resistances: +3% nature It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 220 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 38. * Increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  2 amethyst 0.00 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 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  4 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Antimagic! (Insane (Roguelike) difficulty)
			Completed antimagic training in the Ziguranth camp.
			Antimagic! (Insane (Roguelike) difficulty)
			Completed antimagic training in the Ziguranth camp.By Athwen the Krog Mindslayer level 17
37th Dusk 122nd year of Ascendancy at 13:49 see stats
 Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Athwen the Krog Mindslayer level 10
3rd Dusk 122nd year of Ascendancy at 14:14 see stats
 Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Athwen the Krog Mindslayer level 10
8th Mirth 122nd year of Ascendancy at 02:03 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Athwen the Krog Mindslayer level 10
10th Mirth 122nd year of Ascendancy at 00:21 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Athwen the Krog Mindslayer level 14
29th Dusk 122nd year of Ascendancy at 05:30 see stats
Log
You gain 0.25 gold from the transmogrification of mossy mindstar (2-2 power, 12 apr, nature damage).
You gain 0.25 gold from the transmogrification of iron greatsword (14-22 power, 1 apr).
You gain 0.25 gold from the transmogrification of iron greatsword (18-30 power, 1 apr).
You have no more inscription slots.
You are now inscribed with Infusion: Healing.
Resting starts...
Talent Infusion: Regeneration is ready to use.
Talent Mana Clash is ready to use.
Talent Infusion: Healing is ready to use.
Talent Thermal Leech is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
You gain 4.30 gold from the transmogrification of Polibreda the Glowjam.
You gain 2.24 gold from the transmogrification of marksman's steel ring of clarity.
You gain 3.57 gold from the transmogrification of balanced steel greatmaul of massacre (36-55 power, 2 apr).
You gain 6.17 gold from the transmogrification of iron greatsword 'Baleran' (17-27 power, 1 apr).
You gain 2.21 gold from the transmogrification of thought-forged steel longsword of massacre (20-29 power, 3 apr).
You gain 3.88 gold from the transmogrification of Blindstreak.
You gain 7.32 gold from the transmogrification of pair of rough leather boots 'Venommight' (0 def, 1 armour).
You gain 5.25 gold from the transmogrification of focusing iron torque of mindblast [power 105]  (15 cooldown).
You gain 9.04 gold from the transmogrification of elm totem of healing 'Masavon' [power 110]  (15 cooldown).
Resting starts...
Rested for 10 turns (stop reason: all resources and life at maximum).
Hotkey page 2 is now displayed.
Hotkey page 1 is now displayed.
There is an exit to the worldmap here (press '' or right click to use).























































