











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. 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:
 Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.7.6Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Temporal Warden Tweaks 1.5.0Assorted quality-of-life tweaks for Temporal Wardens. If you know at least one talent in the Chronomancy/Blade Threading or Chronomancy/Bow Threading trees, then: 
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
 Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) 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 | Male | 
| Race | Cornac | 
| Class | Reaver | 
| Level / Exp | 22 / 80% | 
| Size | big | 
| Lifes / Deaths | no deaths recorded/ 0 | 
Primary Stats
| Strength | 104 (base 51) | 
| Dexterity | 11 (base 11) | 
| Constitution | 24 (base 22) | 
| Magic | 55 (base 51) | 
| Willpower | 11 (base 10) | 
| Cunning | 14 (base 12) | 
Resources
| Life | 687/687 | 
| Vim | 161/161 | 
| Healing Factor | 1.2372674059366 | 
| Regeneration | 12.063357207882 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| Infravision | 7 | 
| See Stealth | 40.294708266768 | 
| See Invisible | 39.294708266768 | 
Offense: Mainhand
| Damage | 203 | 
| Accuracy | 49 | 
| Crit Chance | 48% | 
| APR | 27 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 134 | 
| Accuracy | 49 | 
| Crit Chance | 21% | 
| APR | 19 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 42 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 29 | 
| Crit Chance | 7% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +34% | 
| Mind | +18% | 
| Light | +24% | 
| All | 0% | 
Offense: Damage Penetration
| Blight | +25% | 
| Darkness | +5% | 
Defense: Base
| Armour (hardiness) | 46.130801737036 (100%) | 
| Defense | 2 | 
| Ranged Defense | 2 | 
| Fatigue | 0 | 
| Physical Save | 45 | 
| Spell Save | 24 | 
| Mental Save | 37 | 
Defense: Resistances
| Acid | + 41%( 70%) | 
| Blight | + 51%( 70%) | 
| Arcane | + 25%( 70%) | 
| Cold | + 33%( 70%) | 
| All | + 21%( 70%) | 
| Lightning | + 25%( 70%) | 
| Temporal | + 23%( 70%) | 
| Physical | + 25%( 70%) | 
| Fire | + 33%( 70%) | 
| Nature | + 32%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Disarm Resistance | 10% | 
| Bleed Resistance | 0% | 
| Blind Resistance | 20% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. | 
| Infusions | Effective talent level: 2.5Infusion: 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. | 
| Runes | Effective talent level: 2.5Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 249 damage for 4 turns. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 2.5Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 17 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 379 damage for 3 turns. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 2.5Infusion: 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 273 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. | 
Class Talents
| Corruption / Scourge | 1.30 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| Corruption / Bone | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Corruption / Reaving combat | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Corruption / Rot | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| Corruption / Vim | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Corruption / Sanguisuge | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Corruption / Plague | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Corruption / Vile life | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat training | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Corruption / Torment | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Elemental Discord | 
| talent | Blood Vengeance | 
| talent | Chant of Fortitude | 
| talent | Infestation | 
| talent | Overkill | 
| talent | Ruin | 
| talent | Bone Shield | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| You failed to protect the lone alchemist from death by carrion worm mass.Escort: lone alchemist (level 3 of Old Forest) | failed | 
| You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire.Escort: lost sun paladin (level 2 of Trollmire) As a reward you improved talent Chant of Fortitude (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 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 Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed red crystal shard. * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed length of troll intestine. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active | 
| 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 | 
Equipment
| On feet |  Branatorath the pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Mag dps ---------- Spell.crit +2% S.pwr/crit +8 ----- def ----- Armour +3 Fatigue -3% Phys.save +7 (+2 eff.) Mind.save +3 (+1 eff.) HP.reg +2.00 Disarm- +10% ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  Xygamina 2.0 T1 lite [Rare] Master While equipped: Stats +2 Mag dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +12% blight Melee Ret 2 blight On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ---------- misc Mana/s.crit +1.00 Light +5 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 |  Sunvice the iron helm (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +25% blight Melee Ret 2 light ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% fire +5% cold ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| On hands |  iron gauntlets 'Dazzlebreaker' (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Mind.pwr +15 (+7 eff.) Melee+ 5 blight Dmg.mod +4% blight +9% light ----- def ----- Armour +1 Fatigue +1% Resists +5% blight ---------- misc Equi/ret +0.04 Max.hate +4.00 Max.psi +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
| Tool |  Tooth of the Mouth (dig speed 12 turns) 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
| On fingers |  Malechak the copper ring 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Wil +1 Mag dps ---------- Spell.crit +1% Crit.mult +15.00% ----- def ----- Resists +3% temporal Spell.save +3 (+2 eff.) Blind- +20% ---------- misc Infravis +4 See.Stealth +7 See.Invis +6 Rings make your fingers look great! | 
| On fingers |  copper ring 'Beloriawyn' 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Mind.crit +4% Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +5% arcane Spell.save +3 (+2 eff.) Rings make your fingers look great! | 
| Around neck |  insulating copper amulet of strength (+3) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% fire +11% cold Amulets make your neck look great! | 
| In main hand |  Corpathus (40-56 power, 12 apr) 3.0 T4 longsword 1H weapon Reqs Dex 40 [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +39.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +66.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. | 
| Around waist |  Kindletide the hardened leather belt 1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +4 (+1 eff.) Dmg.mod +15% light On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Resists +6% acid ---------- misc Infravis +3 A belt that goes around your waist. | 
| In off hand |  Skullcleaver (20-28 power, 4 apr) 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. | 
| Cloak |  cashmere cloak 'Gama' (2 def, 0 armour) 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +17 (+3 eff.) Dmg.mod +18% mind ----- def ----- Defense +2 (+2 eff.) Fatigue -4% Resists +14% nature +14% blight Phys.save +7 (+2 eff.) Mind.save +9 (+4 eff.) Die.at -50.00 life HP.reg +4.00 Heal.mod +12% ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Sootsmash (0 def, 14 armour) 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+2 eff.) Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +14 Fatigue +17% Resists +6% physical Phys.save +17 (+5 eff.) HP.reg +3.50 ---------- misc Stam/turn +0.50 A suit of armour made of metal plates. | 
Inventory
|  copper ring of power 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) Rings make your fingers look great! | 
|  copper ring of the mountain (+10%) 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Rings make your fingers look great! | 
|  Glamira (22-30 power, 3 apr) 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 21.5 - 30.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 cold On Hit.r1 +4 temporal +10 fire While equipped: dps ---------- Melee Ret 2 blight 2 temporal ----- def ----- Resists +6% blight Sharp, long, and deadly. | 
|  acidic steel longsword of massacre (21-29 power, 3 apr) 3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 21.0 - 29.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 121 damage over 5 turns and reducing armor and accuracy by 16 Sharp, long, and deadly. | 
|  iron waraxe (11-15 power, 2 apr) 3.0 T1 waraxe 1H weapon [Normal] Power 11.0 - 15.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. | 
|  iron waraxe (12-16 power, 2 apr) 3.0 T1 waraxe 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. | 
|  rough leather belt 'Delylar' 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Acc +10 (+3 eff.) ----- def ----- Resists +3% acid +3% lightning Mind.save +6 (+3 eff.) Knockbk- +20% A belt that goes around your waist. | 
|  Islera (1 def, 2 armour) 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% acid On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Armour +2 Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) HP.reg +4.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Yvarebeth the Glitterjam (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +9% light +9% cold Res.pen +10% light ----- def ----- Defense +1 (+1 eff.) Resists +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  pair of hardened leather boots 'Blastbreeze' (0 def, 6 armour) 2.0 T3 feet armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +6% lightning ----- def ----- Armour +6 Resists +6% temporal HP.reg +1.00 Heal.mod +13% Teleport- +20% ---------- misc Infravis +1 A pair of boots made of leather. | 
|  restful iron gauntlets (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: ----- def ----- Armour +1 Fatigue +1% HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 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. | 
|  Xysewyn (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +3% mind +6% nature Phys.save +11 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  miner's rough leather cap (0 def, 3 armour) 2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. | 
|  rough leather cap 'Iseta' (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% acid On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +3% darkness A cap made of leather. | 
|  rejuvenating cured leather armour of Eyal (6 def, 4 armour) 9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Max.HP +20.00 HP.reg +6.90 Heal.mod +10% ---------- misc Stam/turn +0.80 A suit of armour made of leather. | 
|  enlightening steel plate armour of the deep (0 def, 10 armour) 17.0 T2 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +10 Fatigue +22% Resists +5% acid +5% cold Mind.save +14 (+5 eff.) ---------- misc Breathe water A suit of armour made of metal plates. | 
|  iron plate armour of resilience (0 def, 7 armour) 17.0 T1 massive armor Reqs Massive armour training [Ego] Nature While equipped: ----- def ----- Armour +7 Fatigue +22% Max.HP +20.00 A suit of armour made of metal plates. | 
|  searing steel plate armour of the deep (0 def, 11 armour) 17.0 T2 massive armor Reqs Massive armour training [Ego++] Arcane/Nature While equipped: dps ---------- Melee+ 14 acid 10 fire Melee Ret 8 acid 9 fire ----- def ----- Armour +11 Fatigue +22% Resists +16% acid +7% cold +12% fire ---------- misc Breathe water A suit of armour made of metal plates. | 
|  11 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. | 
|  141 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  4 aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  4 opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. | 
|  3 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  4 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(52 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc Light +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 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Automated Portable Extractor 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  Rod of Recall (2/2) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. | 
|  5 amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  8 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  9 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  13 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Reavrin the Cornac Reaver level 10
2nd Mirth 122nd year of Ascendancy at 00:23 see stats
 Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Reavrin the Cornac Reaver level 20
7th Dusk 122nd year of Ascendancy at 15:15 see stats
 Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Reavrin the Cornac Reaver level 20
9th Dusk 122nd year of Ascendancy at 15:40 see stats
 Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Reavrin the Cornac Reaver level 20
9th Dusk 122nd year of Ascendancy at 09:49 see stats
 That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.
			That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Reavrin the Cornac Reaver level 8
79th Pyre 122nd year of Ascendancy at 10:29 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Reavrin the Cornac Reaver level 7
78th Pyre 122nd year of Ascendancy at 07:12 see stats
 The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Reavrin the Cornac Reaver level 15
3rd Flare 122nd year of Ascendancy at 01:36 see stats
 Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Reavrin the Cornac Reaver level 22
11st Dusk 122nd year of Ascendancy at 21:06 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Reavrin the Cornac Reaver level 16
7th Flare 122nd year of Ascendancy at 16:20 see stats
Log
You gain 3.52 gold from the melting of wyrm's thorny mindstar (10-10 power, 24 apr, mind damage).
You collect a new ingredient: lump of dwarven steel (1).
You gain 5.54 gold from the melting of warbringer's dwarven-steel longsword (20-28 power, 4 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 3.92 gold from the melting of truestriking dwarven-steel longsword of massacre (29-41 power, 4 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 1.50 gold from the melting of dwarven-steel longsword of projection (21-29 power, 4 apr).
You gain 5.87 gold from the melting of ash longbow of enduring.
You gain 2.50 gold from the melting of Corpsebow.
You collect a new ingredient: lump of iron (1).
You gain 19.47 gold from the melting of Ulyharasin the Sleettrencher (17-27 power, 1 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 3.92 gold from the melting of truestriking dwarven-steel dagger (18-23 power, 7 apr).
You collect a new ingredient: lump of steel (1).
You gain 3.97 gold from the melting of steel dagger of evisceration (12-16 power, 6 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 1.91 gold from the melting of slime-covered dwarven-steel dagger of massacre (24-31 power, 7 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 2.35 gold from the melting of hateful dwarven-steel dagger (20-25 power, 7 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 4.76 gold from the melting of balanced dwarven-steel dagger of dampening (17-22 power, 7 apr).
You collect a new ingredient: lump of steel (1).
You gain 9.25 gold from the melting of Umbral Razor (25-32 power, 10 apr).
You collect a new ingredient: lump of steel (1).
You gain 3.20 gold from the melting of arcing steel battleaxe of vileness (18-28 power, 2 apr).
You collect a new ingredient: stack of herbs (viperweed) (5).
You gain 1.52 gold from the melting of movement infusion (speed 413%; cd 18).
You collect a new ingredient: stack of herbs (sessali) (5).
You gain 4.19 gold from the melting of heroism infusion of the wizard (die at -400; dur 6; cd 31).
There is a way to the old forest here (press '' or right click to use).























































