
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 | Krog | 
| Class | Mindslayer | 
| Level / Exp | 20 / 26% | 
| Size | big | 
| Lifes / Deaths | Killed by Ivima the slumbering cave bear at level 12 on the 12nd Dusk 122nd year of Ascendancy at 17:200 / 6 Killed by Ivima the slumbering cave bear at level 12 on the 12nd Dusk 122nd year of Ascendancy at 21:28 Killed by shadow at level 12 on the 13rd Dusk 122nd year of Ascendancy at 00:57 Killed by multi-hued crystal at level 16 on the 24th Dusk 122nd year of Ascendancy at 17:09 Killed by Gitira the stone troll at level 19 on the 61st Dusk 122nd year of Ascendancy at 06:25 Killed by Krogomon at level 20 on the 71st Dusk 122nd year of Ascendancy at 13:30 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 19 (base 11) | 
| Dexterity | 17 (base 10) | 
| Constitution | 17 (base 10) | 
| Magic | 8 (base 10) | 
| Willpower | 66 (base 42) | 
| Cunning | 63 (base 46) | 
Resources
| Life | -160/471 | 
| Steam | 0/100 | 
| Equilibrium | 30 | 
| Psi | 96/156 | 
| Healing Factor | 1.372941519274 | 
| Regeneration | 7.3452371281159 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -2.0206059048178E-12% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| Infravision | 3 | 
Offense: Mainhand
| Damage | 41 | 
| Accuracy | 56 | 
| Crit Chance | 23% | 
| APR | 38 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 18 | 
| Accuracy | 56 | 
| Crit Chance | 21% | 
| APR | 38 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 4 | 
| Crit Chance | 19% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 48 | 
| Crit Chance | 19% | 
| Speed | 1 | 
Offense: Damage Bonus
| Nature | +12% | 
| All | 0% | 
Offense: Damage Penetration
| Acid | +21% | 
| Light | +21% | 
| Mind | +11% | 
| Darkness | +11% | 
| Physical | +38% | 
| Fire | +11% | 
| All | +6% | 
Defense: Base
| Armour (hardiness) | 18 (35.65183292883%) | 
| Defense | 48 | 
| Ranged Defense | 49 | 
| Fatigue | 0 | 
| Physical Save | 27 | 
| Spell Save | 49 | 
| Mental Save | 47 | 
Defense: Resistances
| Blight | + 6%( 70%) | 
| Arcane | + 30%( 70%) | 
| Cold | + 11%( 70%) | 
| All | 0%( 70%) | 
| Lightning | + 18%( 70%) | 
| Physical | + 18%( 70%) | 
| Darkness | 0%( 70%) | 
| Fire | + 21%( 70%) | 
| Nature | + 29%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Disarm Resistance | 31% | 
| Bleed Resistance | 40% | 
| Stun Resistance | 60% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 217 life over 5 turns. Its effects scale with your Dexterity stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: 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 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 464% 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 Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 587% 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 Strength stat. | 
Class Talents
| Psionic / Absorption | 1.30 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Psionic / Augmented striking | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Psionic / Voracity | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Focus | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Psionic / Projection | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Psionic / Psi-fighting | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Generic Talents
| Steamtech / Physics | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Augmented mobility | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Antimagic | 1.40 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Psionic / Finer energy manipulations | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Race / Krog | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
Effects
Quests
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave | active | 
| You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire.Escort: lost defiler (level 2 of Trollmire) As a reward you improved talent Resonance Field (+1 level(s)). | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire.Escort: lost sun paladin (level 3 of Trollmire) As a reward you improved Willpower by +5. | done | 
| You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest.Escort: lost tinker (level 1 of Old Forest) As a reward you gained knowledge of tinker technology. | done | 
| You failed to protect the lost warrior from death by Yvina the treant.Escort: lost warrior (level 3 of Old Forest) | failed | 
| You successfully escorted the repented thief to the recall portal on level 2 of Old Forest.Escort: repented thief (level 2 of Old Forest) As a reward you improved talent Misdirection (+1 level(s)). | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 city When 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 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. * '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 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 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 green worm. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' 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 xorn fragment. * '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.' * You've found the needed honey tree root. | 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 | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| Psionic focus |  balanced stralite battleaxe of massacre (171% power, 3 apr) 3.0 T4 battleaxe 1H weapon Reqs Str 35 [Ego] Master Power 172% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +31% Massive two-handed battleaxes. | 
| Light source |  Cracklemarrow the brass lantern 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex dps ---------- Res.pen +15% acid Apr +1 ----- def ----- Resists +12% lightning Max.HP +46.00 ---------- misc Stam/turn +1.00 Max.stam +20.00 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 |  thaloren rough leather cap of knowledge (0 def, 1 armour) 2.0 T1 head armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Mind.save +7 (+3 eff.) A cap made of leather. | 
| On feet |  Baromirak the Windarc (7 def, 3 armour) 2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +3 Dex +2 Wil +7 Cun dps ---------- Dmg.mod +12% nature ----- def ----- Armour +3 Defense +7 (+2 eff.) Resists +9% nature Phys.save +6 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +8 (+3 eff.) Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. | 
| Tool |  iron pickaxe 'Goreking' (dig speed 20 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Wil dps ---------- Mind.pwr +10 (+3 eff.) Res.pen +12% physical +5% mind +15% light On Hit (Melee): * 20% chance to slow global speed by 57% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  copper ring of pilfering 0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
| On fingers |  Cyruretha 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Res.pen +10% physical Acc +20 (+6 eff.) ----- def ----- Defense +15 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+3 eff.) Rings make your fingers look great! | 
| Around neck |  Unrigar 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: ----- def ----- Resists +2% physical +11% cold +15% fire Phys.save +10 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +14 (+5 eff.) Heal.mod +11% Cut- +40% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 266 life. The life healed will increase with your Mindpower. Amulets make your neck look great! | 
| In main hand |  Daguchik the steel longsword (138% power, 3 apr) 3.0 T2 longsword 1H weapon [Random Unique] Master Power 139% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +2.0% Res.pen +5% physical Acc +11 (+4 eff.) Apr +9 ----- def ----- Resists +6% lightning +3% fire ---------- misc Stam/turn +3.00 Sharp, long, and deadly. | 
| On hands |  hardened leather gloves 'Blackmight' (0 def, 2 armour) 1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +5% darkness Melee Ret 2 arcane On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +2 Resists +5% arcane HP.reg +4.10 ---------- misc Stam/turn +1.30 Psi/turn +0.16 Max.stam +18.00 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. | 
| In off hand |  steel mace 'Brandravage' (123% power, 3 apr) 3.0 T2 mace 1H weapon [Random Unique] Nature/Master Power 123% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Res.pen +5% physical +5% fire +6% all Acc +16 (+5 eff.) Apr +13 Melee Ret 4 fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +3% fire Blunt and deadly. | 
| Around waist |  noble's rough leather belt of burglary 1.0 T1 belt armor [Ego++] Master While equipped: Stats +4 Dex +3 Wil +7 Cun +6 Lck dps ---------- Against +15% Summoned ----- def ----- D.Red.from +15% Summoned Stealth +6 ---------- misc T.Disarm +6 Infravis +3 A belt that goes around your waist. | 
| Main armor |  Nature's Blessing (8 def, 6 armour) 9.0 T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +38 (+12 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. | 
Inventory
|  medical injector implant (efficiency 131% / cooldown 77%) 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 131% efficiency and cooldown mod of 77%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  medical injector implant of the wizard (efficiency 90% / cooldown 71%) 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 90% efficiency and cooldown mod of 71%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  movement infusion of the psychic (speed 621%; cd 8) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 621% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions | 
|  regeneration infusion of the sneak (heal 401; 17 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 401 life over 5 turns. 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. Press to compare to your current inscriptions | 
|  Blizzardhunter the copper amulet 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +6% cold ----- def ----- Resists +6% acid +6% temporal +3% darkness Amulets make your neck look great! | 
|  mule's steel ring of frost (+24%) 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Fatigue -4% Resists +24% cold ---------- misc Max.enc +20 Rings make your fingers look great! | 
|  Dimsage the iron battleaxe (135% power, 1 apr) 3.0 T1 battleaxe 2H weapon [Rare] Master Power 135% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit: * 10% chance to reduce damage dealt by 24% While equipped: dps ---------- Res.pen +5% mind ----- def ----- Resists +12% fire Massive two-handed battleaxes. | 
|  Bill's Tree Trunk (146% power, 7 apr) 5.0 T1 greatmaul 2H weapon Reqs Str 25 [Unique] Master Power 146% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! | 
|  Ce'Nimina (131% power, 3 apr) 3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master Power 131% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 nature On Crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+3 eff.) ----- def ----- Armour +6 Resists +5% arcane +3% fire One-handed war axes. | 
|  cleansing rough leather armour (3 def, 2 armour) 9.0 T1 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +10% nature +10% blight A suit of armour made of leather. | 
|  troll-hide cured leather armour of Eyal (6 def, 4 armour) 9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +75.00 HP.reg +6.50 Heal.mod +23% A suit of armour made of leather. | 
|  Eden's Guile (2 def, 1 armour) 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 52% (based on Cunning). Uses 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. | 
|  pair of hardened leather boots 'Brightrage' (0 def, 3 armour) 2.0 T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +6% fire On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +3 Resists +6% blight +5% fire +8% cold Phys.save +7 (+4 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +12% A pair of boots made of leather. | 
|  Xanevea the Nimbussage (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +6% lightning Res.pen +15% nature ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+2 eff.) ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Scorchblur the pair of dwarven-steel boots (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.crit +4% Dmg.mod +15% fire Res.pen +10% mind +20% fire ----- def ----- Armour +4 Fatigue +3% Resists +8% fire +6% cold Mind.save +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. | 
|  rough leather gloves (0 def, 1 armour) 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 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. | 
|  iron gauntlets of butchering (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Acc +4 (+1 eff.) Apr +6 ----- def ----- Armour +1 Fatigue +1% Resists +5% blight Spell.save +9 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Scorchumbra (5 def, 11 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +6% physical +3% fire ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +5% Resists +5% fire +6% cold ---------- misc Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  2 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. | 
|  3 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 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. | 
|  3 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. | 
|  5 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. | 
|  2 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. | 
|  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. | 
|  2 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. | 
|  topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Crystal Focus 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. | 
|  255 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. | 
|  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. | 
|  survivor's brass lantern 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +11% ---------- 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. | 
|  survivor's brass lantern of clarity 2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +5 (+3 eff.) Mind.save +7 (+3 eff.) Heal.mod +11% ---------- misc Light +3 See.Stealth +7 See.Invis +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. | 
|  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. | 
|  Flowerlash (dig speed 19 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +5 Wil +3 Cun dps ---------- Dmg.mod +6% nature ----- def ----- Resists +6% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  iron pickaxe (dig speed 39 turns) 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  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. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. | 
|  Rainward [power 116]  (15 cooldown) 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +10% nature +5% physical Apr +2 ----- def ----- Defense +5 (+1 eff.) Resists +3% nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. | 
Achievements
 Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Krogomon the Krog Mindslayer level 10
2nd Dusk 122nd year of Ascendancy at 13:27 see stats
 Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Krogomon the Krog Mindslayer level 20
61st Dusk 122nd year of Ascendancy at 09:50 see stats
 Poisonous (Insane (Adventure) difficulty)
			Sided with the assassin lord.
			Poisonous (Insane (Adventure) difficulty)
			Sided with the assassin lord.By Krogomon the Krog Mindslayer level 18
45th Dusk 122nd year of Ascendancy at 09:10 see stats
 The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Krogomon the Krog Mindslayer level 9
3rd Mirth 122nd year of Ascendancy at 10:46 see stats
 Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Krogomon the Krog Mindslayer level 17
27th Dusk 122nd year of Ascendancy at 13:26 see stats
Log
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Ran for 5 turns (stop reason: didn't move).
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Ran for 2 turns (stop reason: didn't move).
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits Krogomon for (59 to psi shield), 133 physical (133 total damage).
Krogomon uses Resonance Field.
A psychic field forms around Krogomon.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Krogomon starts suffocating to death!
Krogomon is suffocating.
Krogomon hits Krogomon for (47 resonance) damage.
The psychic field around Krogomon crumbles.
Krogomon hits Krogomon for (59 resonance) damage.
Krogomon the level 20 krog mindslayer suffocated to death on level 1 of Sandworm lair.































































