Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 | 
| Addons | Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Yeek | 
| Class | Temporal Warden | 
| Level / Exp | 29 / 97% | 
| Size | small | 
| Lifes / Deaths | Killed by snow giant boulder thrower at level 29 on the 65th Haze 122nd year of Ascendancy at 00:08  / 1 | 
Primary Stats
| Strength | 21 (base 14) | 
| Dexterity | 50 (base 44) | 
| Constitution | 26 (base 26) | 
| Magic | 72 (base 53) | 
| Willpower | 35 (base 12) | 
| Cunning | 23 (base 10) | 
Resources
| Life | -96/710 | 
| Paradox | 305 | 
| Healing Factor | 1.3 | 
| Regeneration | 5.135 | 
Speed
| Mental | -30% | 
| Attack | -30% | 
| Movement | +30.000000000001% | 
| Spell | -30% | 
| Global | +115% | 
Vision
| Sight | 10 | 
| Lite | 0 | 
| Infravision | 5 | 
| See Stealth | 20.954296399016 | 
| See Invisible | 20.954296399016 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 91 | 
| Accuracy | 58 | 
| Crit Chance | 6% | 
| APR | 17 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 46.333333333333 | 
| Crit Chance | 10% | 
| Speed | 1.4285714285714 | 
Offense: Mind
| Mindpower | 26.85 | 
| Crit Chance | 10% | 
| Speed | 1.4285714285714 | 
Offense: Damage Bonus
| All | 0% | 
Defense: Base
| Armour (hardiness) | 10 (30%) | 
| Defense | 30.009470627938 | 
| Ranged Defense | 30.009470627938 | 
| Fatigue | 0 | 
| Physical Save | 35.520260656324 | 
| Spell Save | 50.680173770883 | 
| Mental Save | 36.15 | 
Defense: Resistances
| All | + 4%( 70%) | 
Defense: Immunities
| Pinning Resistance | 25% | 
| Disarm Resistance | 25% | 
| Confusion Resistance | 95% | 
| Silence Resistance | 65% | 
| Stun Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 29% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 17% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 8 turns. While Heroism is active, you will only die when reaching -521 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 586% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 305 damage for 5 turns. Its effects scale with your Cunning stat.  | 
Class Talents
| Chronomancy / Bow Threading | 1.40 | 
  | 1/5 | 
  | 2/5 | 
  | 2/5 | 
  | 2/5 | 
| Chronomancy / Stasis | 1.10 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Chronomancy / Speed Control | 1.30 | 
  | 2/5 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
| Chronomancy / Spacetime Folding | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Chronomancy / Temporal Combat | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
| Chronomancy / Temporal Guardian | 1.30 | 
  | 5/5 | 
  | 3/5 | 
  | 2/5 | 
  | 2/5 | 
| Chronomancy / Blade Threading | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Chronomancy / Chronomancy | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Chronomancy / Spacetime Weaving | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Yeek | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
| Technique / Combat training | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| talent | Chant of Fortitude | 
| talent | Contingency | 
| talent | Weapon Folding | 
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple | 
| detrimental effect | The target is covered in slippery moss. Each time it tries to use a talent there is 35% chance of failure. Slippery Moss | 
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance | 
| beneficial effect | The time distortion has created a restoration field, healing the target for 45 each turn. Temporal Restoration Field | 
| beneficial effect | The target is recovering 17 life each turn. Recovery | 
| detrimental effect | The target is poisoned, taking 44.53 nature damage per turn. Poison | 
| detrimental effect | The target is blinded, unable to see anything. Blinded | 
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 | 
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 lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)).  | done | 
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)).  | done | 
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there.  | done | 
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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.  | active | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed bloated horror heart. * You've found the needed vial of wight ectoplasm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' 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 orc heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed ice ant stinger. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.'  | active | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | active | 
You have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment...  | done | 
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 within11 lumberjacks have died.  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet | Galudogar the pair of dwarven-steel boots (0 def, 4 armour) Galudogar the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Changes stats: +2 Mag / +1 Wil Spell save: +25 (+8 eff.) Silence immunity: +5% Stamina each turn: +0.60 Maximum life: +34.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Quiver | Eilinybeth the quiver of yew arrows (1/19, 135% power, 10 apr) Eilinybeth the quiver of yew arrows (1/19, 135% power, 10 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 135% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Blight Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 19 On weapon hit: * 40% chance to cause random gloom * 40% chance to disease * 10% chance to knock the target back Damage (Ranged): +29 physical Burst (radius 1) on hit: +8 blight Arrows are used with bows to pierce your foes to death.  | 
| Light source | Bohell the Shockquench Bohell the ShockquenchInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes stats: +1 Dex / +2 Mag Maximum life: +43.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+5 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+5 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.  | 
| Tool | Gelethra the steel torque of psychoportation [power 33]  (40/42 cooldown) Gelethra the steel torque of psychoportation [power 33]  (40/42 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +3% mind / +2% physical It can be used to teleport randomly (rad 33), putting all charms on cooldown for 42 turns. Torques are made by powerful psionics to store psionic powers.  | 
| On fingers | Tempestbile the gold ring Tempestbile the gold ringCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Damage when hit (Melee): 12 lightning Changes stats: +2 Dex Changes resistances: +3% mind / +3% lightning Changes damage: +3% mind Disarm immunity: +25% Pinning immunity: +25% Stun/Freeze immunity: +20% Knockback immunity: +29% Life regen: +1.70 Maximum life: +28.00 Rings can have magical properties.  | 
| On fingers | pixie's steel ring of misery pixie's steel ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 5 bleed Changes stats: +5 Cun / +3 Mag Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Spellpower: +5 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties.  | 
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers.  | 
| In main hand | Epoch's Curve Epoch's CurveRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +8 When wielded/worn: Damage (Ranged): 15 temporal Changes stats: +5 Dex / +4 Mag Changes damage: +10% temporal Talent mastery: +0.10 Chronomancy / Bow Threading Life regen: +2.00 Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal.  | 
| On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings.  | 
| Main armor | Lightspawn the woollen robe (0 def, 0 armour) Lightspawn the woollen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +19% acid / +7% cold / +27% lightning Changes resistances penetration: +5% light Changes damage: +13% acid / +7% physical / +21% lightning / +10% cold Maximum vim: +10.00 Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
| Cloak | Zoyarek (10 def, 0 armour) Zoyarek (10 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +9% blight Changes resistances penetration: +5% blight Physical save: +5 (+2 eff.) Maximum life: +38.00 Maximum psi: +30.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck.  | 
Inventory
regeneration infusion of the wizard (heal 518 over 5 turns) regeneration infusion of the wizard (heal 518 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 518 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
Rune of the Rift (290.00 temporal damage, removed from time 4 turns) Rune of the Rift (290.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Inflicts 342.20 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
This item will automatically be transmogrified when you leave the level. phase door rune (range 7; power 18; dur 3)phase door rune (range 7; power 18; dur 3) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
teleportation rune of the wizard (range 117) teleportation rune of the wizard (range 117)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 117 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see...  | 
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul of purging (153% power, 2 apr)dwarven-steel greatmaul of purging (153% power, 2 apr) Requires: - Magic 24 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 153% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +10 nature Massive two-handed mauls.  | 
This item will automatically be transmogrified when you leave the level. mighty cured leather sling of lightningmighty cured leather sling of lightning Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +10 lightning When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Str Changes damage: +12% lightning Slings are used to hurl stones or metal shots at your foes.  | 
cashmere cloak 'Erimas' (2 def, 0 armour) cashmere cloak 'Erimas' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Changes resistances: +3% acid Talent mastery: +0.30 Technique / Combat training Spell save: -6 (-2 eff.) Blindness immunity: +15% Silence immunity: +15% Stamina each turn: +0.50 Mana each turn: -0.38 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 32% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it.  | 
This item will automatically be transmogrified when you leave the level. traveler's pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour)traveler's pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: -2% Maximum encumbrance: +20 Physical save: +7 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+2 eff.) It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people.  | 
This item will automatically be transmogrified when you leave the level. Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master.  | 
Eremirin the rough leather cap (0 def, 1 armour) Eremirin the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Fatigue: +1% Changes stats: +4 Str Physical save: +15 (+6 eff.) A cap made of leather.  | 
Koruharabers (3 def, 14 armour) Koruharabers (3 def, 14 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+2 eff.) Fatigue: +10% Changes stats: +4 Mag Changes resistances penetration: +10% blight Physical save: +7 (+4 eff.) Life regen: +1.70 Maximum life: +70.00 Healing mod.: +12% A suit of armour made of mail.  | 
This item will automatically be transmogrified when you leave the level. impenetrable dwarven-steel mail armour of the deep (3 def, 15 armour)impenetrable dwarven-steel mail armour of the deep (3 def, 15 armour) Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +3 (+2 eff.) Fatigue: +16% Changes resistances: +6% acid / +7% cold Allows you to breathe in: water A suit of armour made of mail.  | 
This item will automatically be transmogrified when you leave the level. hardened leather armour of clarity (3 def, 6 armour)hardened leather armour of clarity (3 def, 6 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Changes resistances: +7% mind Mental save: +14 (+6 eff.) A suit of armour made of leather.  | 
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
350 alchemist agate 350 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.  | 
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
Rainwinnow the dwarven-steel pickaxe (dig speed 18 turns) Rainwinnow the dwarven-steel pickaxe (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Fatigue: -8% Changes stats: +4 Str / +3 Dex Changes damage: +3% nature Grants telepathy: Demon/Minor Demon/Major Mental save: +25 (+10 eff.) Infravision radius: +2 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 22/100. Dry and dusty to the touch, it still seems to retain some shadow of life.  | 
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood.  | 
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
2 spinel 2 spinel0.00 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.  | 
Tempestwhisper TempestwhisperCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 lightning / 4 mind Changes resistances penetration: +10% mind Changes damage: +3% lightning Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.  | 
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
Rod of Recall (1/1) 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, costing 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 Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
3 amethyst 3 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.  | 
Rod of Asphyxiation Rod of AsphyxiationPowered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand It can be used to asphyxiate an unsuspecting target, costing 6 power out of 80/80. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful.  | 
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
3 ametrine 3 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.  | 
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Temporal Nurge the Yeek Temporal Warden level 11
5th Dusk 122nd year of Ascendancy at 19:55 see stats
			Earth Master (Insane (Roguelike) difficulty)
			Killed Harkor'Zun and unlocked Stone magic.By Temporal Nurge the Yeek Temporal Warden level 27
63rd Haze 122nd year of Ascendancy at 02:55 see stats
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Temporal Nurge the Yeek Temporal Warden level 22
42nd Haze 122nd year of Ascendancy at 23:16 see stats
			Fear me not! (Insane (Roguelike) difficulty)
			Survived the Fearscape!By Temporal Nurge the Yeek Temporal Warden level 26
62nd Haze 122nd year of Ascendancy at 04:22 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Temporal Nurge the Yeek Temporal Warden level 10
4th Flare 122nd year of Ascendancy at 18:59 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Temporal Nurge the Yeek Temporal Warden level 20
37th Haze 122nd year of Ascendancy at 17:20 see stats
			Rescuer of the lost (Insane (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Temporal Nurge the Yeek Temporal Warden level 19
3rd Haze 122nd year of Ascendancy at 12:42 see stats
			Self-killer (Insane (Roguelike) difficulty)
			Killed your future self.By Temporal Nurge the Yeek Temporal Warden level 28
64th Haze 122nd year of Ascendancy at 00:52 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Temporal Nurge the Yeek Temporal Warden level 10
8th Flare 122nd year of Ascendancy at 13:05 see stats
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Temporal Nurge the Yeek Temporal Warden level 13
16th Dusk 122nd year of Ascendancy at 14:35 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Temporal Nurge the Yeek Temporal Warden level 21
40th Haze 122nd year of Ascendancy at 09:06 see stats
Log
Temporal Nurge is poisoned!
Something hits Temporal Nurge for 20 nature damage.
Temporal Nurge fails to use Precognition.
Temporal Nurge speeds up.
Temporal Nurge is not stunned anymore.
Talent Invigorate is ready to use.
Talent Fold Warp is ready to use.
Talent Stop is ready to use.
Talent Singularity Arrow is ready to use.
Temporal Nurge receives 22 healing.
Temporal Nurge receives 58 healing from Temporal Restoration Field.
Poison from Betiyara the great wolf hits Temporal Nurge for 34 nature damage.
Betiyara the great wolf is invigorated by the attack!
Betiyara the great wolf is invigorated by the attack!
Betiyara the great wolf hits Something for 27 acid, 3 mind, 3 darkness (32 total damage).
Something hits Betiyara the great wolf for 21 nature, 4 cold (26 total damage).
Bleeding from Temporal Nurge's temporal clone hits Betiyara the great wolf for 0 physical damage.
Something hits Temporal Nurge for 70 physical damage.
Something hits Temporal Nurge for 75 physical damage.
Something hits Temporal Nurge for 72 physical damage.
White wolf activates Icy Skin.
Betiyara the great wolf uses Knockback.
Betiyara the great wolf misses Something.
Betiyara the great wolf is invigorated by the attack!
Betiyara the great wolf hits Something for 79 nature damage.
Kinetic Aura hits Betiyara the great wolf for 14 physical damage.
Charged Aura hits Betiyara the great wolf for 14 lightning damage.
Something hits Temporal Nurge for 20 nature damage.
Saving game...
