











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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. 
 
 
 
 
 
 
 
 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. 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: 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. 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 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:
 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Adventure | 
| Sex | Male | 
| Race | Drem | 
| Class | Writhing One | 
| Level / Exp | 20 / 29% | 
| Size | medium | 
| Lifes / Deaths | Killed by The Spinal Cord at level 3 on the 18th Voratun 122nd year of Ascendancy at 04:33 0 / 6Killed by Xerowe the thief at level 13 on the 27th Profit 122nd year of Ascendancy at 00:50 Killed by The Possessed at level 13 on the 27th Profit 122nd year of Ascendancy at 11:53 Killed by Islibretta the rattlesnake at level 14 on the 32nd Profit 122nd year of Ascendancy at 02:25 Killed by fire drake at level 20 on the 43rd Dearth 122nd year of Ascendancy at 08:50 Killed by Cyruldanor the giant acid ant at level 20 on the 43rd Dearth 122nd year of Ascendancy at 09:48  | 
Primary Stats
| Strength | 17 (base 13) | 
| Dexterity | 17 (base 10) | 
| Constitution | 21 (base 13) | 
| Magic | 72 (base 48) | 
| Willpower | 21 (base 10) | 
| Cunning | 41 (base 35) | 
Resources
| Life | -120/765 | 
| Mana | 64/269 | 
| Insanity | 75/100 | 
| Healing Factor | 1.354804467222 | 
| Regeneration | 2.3709078176385 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +22.609950326513% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 5 | 
| See Stealth | 44.555455561842 | 
| See Invisible | 62.555455561842 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 50 | 
| Accuracy | 43 | 
| Crit Chance | 19% | 
| APR | 17 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 56 | 
| Crit Chance | 16% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 28 | 
| Crit Chance | 12% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +19% | 
| Lightning | +26% | 
| Light | +9% | 
| Temporal | +17% | 
| Blight | +4% | 
| Arcane | +11% | 
| Acid | +3% | 
| All | 0% | 
Offense: Damage Penetration
| Darkness | +15% | 
| Mind | +5% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 29 (35.65183292883%) | 
| Defense | 36 | 
| Ranged Defense | 36 | 
| Fatigue | 0 | 
| Physical Save | 20 | 
| Spell Save | 26 | 
| Mental Save | 26 | 
Defense: Resistances
| Blight | + 18%( 70%) | 
| Arcane | + 14%( 70%) | 
| Cold | + 19%( 70%) | 
| All | + 10%( 70%) | 
| Darkness | + 20%( 70%) | 
| Light | + 16%( 70%) | 
| Temporal | + 17%( 70%) | 
| Mind | + 13%( 70%) | 
| Fire | + 18%( 70%) | 
| Lightning | + 35%( 70%) | 
Defense: Immunities
| Pinning Resistance | 10% | 
| Disarm Resistance | 20% | 
| Confusion Resistance | 20% | 
| Knockback Resistance | 40% | 
| Stun Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 20% | 
Inscriptions (3/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 58 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown.  | 
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat.  | 
Class Talents
| Demented / Tentacles | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Demented / Path of horror | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Demented / Disfigured face | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Demented / Friend of the worm | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Demented / Horrific body | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
| Demented / Controlled horrors | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Spell / Staff combat | 1.00 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
| Race / Drem | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Demented / Beyond sanity | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
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 lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00).  | done | 
You failed to protect the lost warrior from death by Layytta the giant army ant. Escort: lost warrior (level 1 of Old Forest) | failed | 
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+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 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | active | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed.  | done | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.  | active | 
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 avoidance. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed warg claw. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.'  | active | 
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary.  | 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 within2 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 |  Blindtreason the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +4 Con +6 Lck dps ---------- Dmg.mod +3% light +12% temporal ----- def ----- Armour +1 Stealth +6 ---------- misc See.Invis +3 A pair of boots made of leather.  | 
| Light source |  Nadethad2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +3% light +3% mind Max.HP +125.00 Disarm- +20% ---------- 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.  | 
| On head |  Demonlord the rough leather cap (0 def, 2 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning +6% arcane Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +2 Fatigue +1% Resists +3% darkness ---------- misc Infravis +2 A cap made of leather.  | 
| Tool |  Belitta the Dayknave (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Mag dps ---------- Dmg.mod +6% light ----- def ----- Resists +6% fire +5% darkness +3% light Crit.chn- 5.00% ---------- misc Light +1 See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  Gloryvea0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun +4 Mag dps ---------- Dmg.mod +11% lightning +3% acid ----- def ----- Resists +22% lightning Crit.chn- 15.00% ---------- misc See.Invis +6 Rings make your fingers look great!  | 
| On fingers |  Ivaretha the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con ----- def ----- Armour +14 Resists +3% blight +3% fire Phys.save +6 (+3 eff.) Mind.save +3 (+2 eff.) Blind- +10% Rings make your fingers look great!  | 
| Around waist |  Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.  | 
| In main hand |  magewarrior's short ash starstaff of power (111% power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Ego+] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +4% Phys.pwr +6 (+3 eff.) Spell.pwr +16 (+5 eff.) Dmg.mod +15% darkness Acc +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
| On hands |  Obsidianschism the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Dex +4 Mag +7 Wil +2 Cun dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 4 arcane 8 temporal Ranged+ 6 temporal Dmg.mod +5% arcane +5% temporal Res.pen +5% mind Acc +7 (+2 eff.) Apr +7 ----- def ----- Armour +2 Resists +8% temporal +4% arcane +3% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Main armor |  focusing linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Resists +6% blight +7% all Max.HP +44.00 HP.reg +1.50 Heal.mod +11% ---------- misc Mana/turn +0.10 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
| Cloak |  Chuleg (16 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +16 (+7 eff.) Resists +6% lightning +10% cold Max.HP +60.00 Heal.mod +15% Blind- +10% Pinning- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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...  | 
Inventory
 Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved.  | 
 movement infusion of the sneak (speed 572%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 572% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 wild infusion of the warrior (res 19%; mental; dur 2; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 blink rune of the wizard (range 5; phase 21; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions  | 
 Prismatic Rune (6 turns; lightning, physical, darkness, cold, mind, nature)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 4 physical, 4 darkness, 5 cold, 3 mind, 5 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shatter afflictions rune of the psychic (absorb 41; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 41 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions  | 
 copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great!  | 
 warmaker's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Str +4 Dex +4 Wil Amulets make your neck look great!  | 
 Frigidsaw0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Res.pen +5% mind +20% cold Melee Ret 4 nature ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great!  | 
 marksman's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% lightning Acc +6 (+2 eff.) ----- def ----- Resists +20% lightning Rings make your fingers look great!  | 
 marksman's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% lightning Acc +8 (+3 eff.) ----- def ----- Resists +24% lightning Rings make your fingers look great!  | 
 titan's steel ring of fire (+20%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +6 (+3 eff.) Rings make your fingers look great!  | 
 Aeretira (100% power, 2 apr, blight element)5.0 T1 staff 1H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight +9% physical Res.pen +5% physical Melee Ret 8 physical On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% darkness Phys.save +3 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 short elm vilestaff of illumination (100% power, 2 apr, blight element)5.0 T1 staff 1H weapon [Ego] Nature/Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 2.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 120.51 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art.  | 
 steel battleaxe of persecution (118% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Disrupt Power 118% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Against +10% Unnatural While equipped: Stats +3 Wil Massive two-handed battleaxes.  | 
 Elassra the Cobrasmash (138% power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Nature/Master/Psionic Power 138% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 10% chance to reduce all saves and defense by 19 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +10 Con +7 Wil dps ---------- Dmg.mod +9% nature Res.pen +5% nature Acc +10 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +6% mind Max.HP +28.00 Disarm- +36% Massive two-handed mauls.  | 
 Tulyrodas the iron waraxe (103% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Str +1 Con dps ---------- Phys.crit +6.0% Melee Ret 2 mind ----- def ----- Defense +5 (+3 eff.) Resists +5% arcane One-handed war axes.  | 
 balanced steel dagger of massacre (114% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 114% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +23% Sharp, short and deadly.  | 
 manaburning steel dagger of massacre (114% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Disrupt/Master Power 114% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 14 arcane resource burn Sharp, short and deadly.  | 
 Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm.  | 
 balanced dwarven-steel dagger of erosion (117% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature/Master Power 117% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+3 eff.) Disarm- +24% Sharp, short and deadly.  | 
 vined mindstar 'Suntooth' (81% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 82% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +9% light ----- def ----- Resists +6% nature +6% temporal Mind.save +4 (+2 eff.) Die.at -40.00 life Silence- +20% ---------- misc Max.psi +13.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 Arthekan (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +1.0% Mind.pwr +15 (+7 eff.) Dmg.mod +11% cold Melee Ret 2 mind ----- def ----- Resists +16% cold +7% all Phys.save +9 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Splendourmalice (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Dex +3 Con dps ---------- Phys.crit +4.0% Phys.pwr +5 (+3 eff.) Dmg.mod +10% cold ----- def ----- Resists +15% cold +6% light +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 cleansing cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +15% acid +11% nature +12% blight A suit of armour made of leather.  | 
 impenetrable steel mail armour of resilience (2 def, 14 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Nature/Master While equipped: ----- def ----- Armour +14 Defense +2 (+1 eff.) Fatigue +12% Max.HP +24.00 A suit of armour made of mail.  | 
 nightruned rough leather belt of life1.0 T1 belt armor [Ego] Arcane/Nature While equipped: ----- def ----- Resists +6% light +6% darkness HP.reg +0.70 Heal.mod +10% A belt that goes around your waist.  | 
 Elenn the Demonbane (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness +20% blight ----- def ----- Defense +1 (+1 eff.) Resists +3% fire Spell.save +3 (+2 eff.) Max.HP +30.00 Blind- +10% Confus- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 linen cloak 'Hailjam' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Cun +2 Dex dps ---------- Mind.pwr +15 (+7 eff.) Dmg.mod +3% mind Res.pen +25% cold ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Araba the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% temporal ----- def ----- Armour +1 Resists +7% lightning +5% temporal +9% light Die.at -20.00 life Max.HP +20.00 Heal.mod +5% Disarm- +10% A pair of boots made of leather.  | 
 pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather.  | 
 blood-soaked pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+2 eff.) Apr +4 ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 grounding pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal ---------- misc Stam/turn +0.40 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 stone warden's rough leather gloves of the starseeker (0 def, 7 armour)1.0 T1 hands armor [Ego++] Arcane While equipped: Stats +1 Mag +1 Cun +5 Con dps ---------- Dmg.mod +10% blight ----- def ----- Armour +7 Hardiness +6% Resists +4% physical +5% light +5% darkness ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 78.66 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. It was corrupted by the digestive sack.  | 
 hardened leather gloves 'Mayekira' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +6 (+2 eff.) Melee+ 15 temporal Ranged+ 10 temporal Dmg.mod +6% mind +6% temporal ----- def ----- Armour +2 Resists +10% temporal ---------- misc Mana/turn +0.17 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Galeda the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +10.00% Phys.pwr +5 (+3 eff.) Dmg.mod +6% physical ----- def ----- Defense +1 (+1 eff.) Resists +7% fire +6% cold ---------- misc Max.stam +10.00 A pointy cloth hat, very wizardly...  | 
 Velathra the Frigidtooth (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- S.pwr/crit +2 Dmg.mod +6% cold Phasing +30% Melee Ret 2 blight ----- def ----- Armour +1 Fatigue +1% Resists +7% lightning +5% temporal Def/telep +10 Res/telep +10% Dur/telep +10% A cap made of leather.  | 
 insulating rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +7% cold A cap made of leather.  | 
 rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather.  | 
 Starrace (0 def, 11 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +11 Fatigue +5% Resists +6% light +3% nature Max.HP +20.00 ---------- misc Max.stam +10.00 Light +1 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 amethyst0.0 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.  | 
 Mucuswinter2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature Melee Ret 4 temporal On Hit (Melee): * 10% chance to slow global speed by 45% * 20% chance to reduce all saves and defense by 19 ---------- misc Light +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.  | 
 Summertide Phial1.0 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.(71 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide.  | 
 brass lantern2.0 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.  | 
 Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood.  | 
 Sleetwire (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun dps ---------- Dmg.mod +9% cold Res.pen +5% cold Acc +4 (+1 eff.) ----- def ----- Resists +3% light +6% darkness ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 Transmogrification Chest2.0 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.  | 
 Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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.  | 
 Brenirig [power 116]  (13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Cun +1 Wil dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce all saves and defense by 19 ----- def ----- Resists +3% temporal ---------- misc Hate/m.crit +1.00 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown 100% to heal for 35. Natural totems are made by powerful wilders to store nature power.  | 
 Getineg the elm wand of shielding [power 116]  (17 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +6% light Confus- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to reduce fatigue by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
Achievements
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Tentaclemon the Drem Writhing One level 10
10th Profit 122nd year of Ascendancy at 22:27 see stats
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Tentaclemon the Drem Writhing One level 10
23rd Voratun 122nd year of Ascendancy at 10:37 see stats
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Tentaclemon the Drem Writhing One level 20
43rd Dearth 122nd year of Ascendancy at 06:34 see stats
			Poisonous (Insane (Adventure) difficulty)
			Sided with the assassin lord.By Tentaclemon the Drem Writhing One level 18
23rd Wealth 122nd year of Ascendancy at 08:02 see stats
			Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.By Tentaclemon the Drem Writhing One level 18
7th Wealth 122nd year of Ascendancy at 11:48 see stats
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Tentaclemon the Drem Writhing One level 10
23rd Voratun 122nd year of Ascendancy at 10:38 see stats
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By Tentaclemon the Drem Writhing One level 16
41st Profit 122nd year of Ascendancy at 16:53 see stats
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Tentaclemon the Drem Writhing One level 18
23rd Wealth 122nd year of Ascendancy at 07:08 see stats
Log
Cyruldanor the giant acid ant hits Tentaclemon for (24 to ice), 36 physical, (5 to ice), 7 arcane, (2 to ice), 3 acid, (24 to ice), 36 physical, (5 to ice), 7 arcane, (2 to ice), 3 acid (91 total damage).
Tentaclemon is free from the ice.
Rimebark's ice area effect hits Tentaclemon for 3 healing, 23 cold (23 total damage) [3 healing].
Rimebark's ice area effect hits Cyruldanor the giant acid ant for (11 flat reduction), 17 cold (17 total damage).
Carrion worm mass's wormblight area effect hits Cyruldanor the giant acid ant for (11 flat reduction), 8 blight (8 total damage).
Rimebark regains their energy.
Rimebark hits Tentaclemon for 2 healing, 14 physical (14 total damage) [2 healing].
Talent Overgrowth is ready to use.
Talent Decayed Bloated Horror is ready to use.
Talent Horrific Display is ready to use.
Talent Dig is ready to use.
Cyruldanor the giant acid ant is clear from the black blood.
Black Blood Bleeding from Tentaclemon hits Cyruldanor the giant acid ant for (7 flat reduction), 0 darkness (0 total damage).
Cyruldanor the giant acid ant envelops Tentaclemon with acid.
Cyruldanor the giant acid ant hits Tentaclemon for 124 acid, 11 arcane, 4 acid (140 total damage).
Tentaclemon misses Cyruldanor the giant acid ant.
Tentaclemon misses Cyruldanor the giant acid ant.
Rimebark's ice area effect hits Tentaclemon for 4 healing, 27 cold (27 total damage) [4 healing].
Rimebark's ice area effect hits Cyruldanor the giant acid ant for (11 flat reduction), 23 cold (23 total damage).
Carrion worm mass's wormblight area effect hits Cyruldanor the giant acid ant for (11 flat reduction), 8 blight (8 total damage).
Rimebark misses Tentaclemon.
Tentaclemon is no longer weakened.
Cyruldanor the giant acid ant lashes out with a spinning backhand.
Cyruldanor the giant acid ant hits Tentaclemon for 93 physical, 11 arcane, 4 acid (108 total damage).
Black Blood Bleeding from Tentaclemon hits Cyruldanor the giant acid ant for (11 flat reduction), 7 darkness (7 total damage).
Tentaclemon casts Decayed Devourers.
Cyruldanor the giant acid ant hits Tentaclemon for 47 physical, 11 arcane (58 total damage).
Tentaclemon the level 20 drem writhing one was dweomered to death by Cyruldanor the giant acid ant on level 1 of Old Forest.




























































































