










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.7.6Donators/Buyers bonus! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! The Auto Attack Key 1.3.1Auto attack key. Pressing a bindable key (default "x") causes the your character to take an automated combat action for 1 turn. | 
| Campaign | Infinite | 
| Mode | Madness Roguelike | 
| Sex | Male | 
| Race | Lich | 
| Class | Necromancer | 
| Level / Exp | 35 / 81% | 
| Size | big | 
| Lifes / Deaths | Killed by Betovena the weaver young at level 35 on the 10th Mirth 122nd year of Ascendancy at 17:22/ 1 | 
Primary Stats
| Strength | 29 (base 25) | 
| Dexterity | 34 (base 25) | 
| Constitution | 32 (base 28) | 
| Magic | 92 (base 60) | 
| Willpower | 78 (base 60) | 
| Cunning | 58 (base 25) | 
Resources
| Life | 890/890 | 
| Mana | 685/728 | 
| Soul | 18/23 | 
| Healing Factor | 1.1724420161894 | 
| Regeneration | 15.53485671451 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +10% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| See Stealth | 18 | 
| See Invisible | 13 | 
| ESP Range | 10 | 
| ESP Kinds | undead | 
Offense: Mainhand
| Damage | 45 | 
| Accuracy | 35 | 
| Crit Chance | 35% | 
| APR | 15 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 9 | 
| Accuracy | 35 | 
| Crit Chance | 39% | 
| APR | 9 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 63 | 
| Crit Chance | 52% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 40 | 
| Crit Chance | 32% | 
| Speed | 1 | 
Offense: Damage Bonus
| Nature | +5% | 
| Lightning | +38% | 
| Cold | +60% | 
| Darkness | +85% | 
| Blight | +3% | 
| Arcane | +59% | 
| Fire | +43% | 
| All | 0% | 
Offense: Damage Penetration
| Lightning | +25% | 
| Cold | +25% | 
| Blight | +5% | 
| Arcane | +35% | 
| Fire | +25% | 
| Nature | +5% | 
Defense: Base
| Armour (hardiness) | 19 (27%) | 
| Defense | 44 | 
| Ranged Defense | 44 | 
| Fatigue | 1 | 
| Physical Save | 25 | 
| Spell Save | 69 | 
| Mental Save | 59 | 
Defense: Resistances
| Blight | + 36%( 70%) | 
| Arcane | -10%( 70%) | 
| Cold | + 60%( 70%) | 
| All | 0%( 70%) | 
| Darkness | + 70%( 70%) | 
| Light | -7%( 70%) | 
| Lightning | + 10%( 70%) | 
| Mind | + 10%( 70%) | 
| Fire | -10%( 70%) | 
| Nature | + 6%( 70%) | 
Defense: Immunities
| Pinning Resistance | 0% | 
| Stoning Resistance | 0% | 
| Confusion Resistance | 26% | 
| Fear Resistance | 100% | 
| Poison Resistance | 100% | 
| Disarm Resistance | 0% | 
| Bleed Resistance | 100% | 
| Stun Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 20% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use 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: 1.0Rune: Manasurge Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (656 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. | 
Class Talents
| Spell / Glacial waste | 1.73 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Master of flesh | 1.93 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 3/5 | 
| Spell / Nightfall | 1.93 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Dreadmaster | 1.73 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Death | 1.73 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Grave | 1.73 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Master of bones | 1.93 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| Spell / Master necromancer | 1.93 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| Spell / Animus | 1.93 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Undead / Lich | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Spectre | 1.73 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Ogre | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Necrosis | 1.73 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
Prodigies
| 
 | 1/1 | 
Effects
| talent | Spikes of Decrepitude | 
| talent | Suffer For Me | 
| talent | Aura of Undeath | 
| talent | Discarded Refuse | 
| talent | Hiemal Shield | 
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%.Hit Penalty | 
| detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity.Aether residue | 
Quests
| Leave the level (to the next level) without killing a single creature. You will get two rewards.Infinite Dungeon Challenge (Level 13): Pacifist | failed | 
| Proceed to the next Infinite Dungeon level with -7 sight range.Infinite Dungeon Challenge (Level 15): Near Sighted You completed the challenge and received: Random Artifact: Penitence (15-18 power, 4 apr, nature element) | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 16): Exterminator | failed | 
| Proceed directly to the next Infinite Dungeon level in less than 470 turns (an exit is revealed on your map).Infinite Dungeon Challenge (Level 19): Rush Hour (470) Turns left: 255 You completed the challenge and received: Random Artifact: Goriharadig (7 def, 14 armour) | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 9): Exterminator You completed the challenge and received: +1 Generic Point | done | 
| You have entered the Infinite Dungeon. There is no going back now.The Infinite Dungeon Go deep, fight, win or die in a blaze of glory! | active | 
Equipment
| On feet |  Cinderfeet (3 def, 5 armour) Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 90 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. | 
| Quiver |  Pouch of the Subconscious (20/20, 38-46 power, 15 apr) Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 10% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. | 
| Light source |  Mardyroddarath the alchemist's lamp Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% light Mental save: +10 (+3 eff.) Poison immunity: +10% Knockback immunity: +20% Maximum life: +51.00 Light radius: +4 See stealth: +18 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 48.41 to 145.24 lightning damage (96.83 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. | 
| On hands |  Ulekor (0 def, 2 armour) Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 blight / 11 darkness / 5 nature Changes stats: +1 Str / +2 Dex / +3 Mag / +1 Cun Changes resistances: +6% blight / +5% darkness / +6% nature Changes damage: +3% blight / +6% darkness / +5% nature 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. | 
| Tool |  Prox's Lucky Halfling Foot Infused by nature 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. | 
| On fingers |  Elemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. | 
| On fingers |  Ring of the Archlich Requires: - Level 25 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. The set is complete. When wielded/worn: Changes resistances: +15% darkness / +10% cold Changes damage: +24% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +18 (+4 eff.) Talent level: +1 Call of the Crypt. Talent level: +1 Rime Wraith. Talent level: +1 Dread. Talent level: +1 Boneyard. Talent level: +1 Call of the Mausoleum. It can be used to activate talent Impending Doom (costing 40 power out of 40/40) : Effective talent level: 3.5 Power cost: 40 out of 40/40. Range: 7 Travel Speed: instantaneous Is: necromancy and a spell Description: Your target's doom draws near. Its healing factor is reduced by 80%, and it will take 117% of its remaining life (or 858.33, whichever is lower) over 10 turns as frostdusk damage. This spell is so powerful that every 3 turns it tears a part of the target's soul, generating one soul for you. The damage will increase with your Spellpower. This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. This item has been sent to the Item's Vault. | 
| Around neck |  steel amulet 'Blindbringer' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +3.0% Fatigue: -5% Damage when hit (Melee): 2 light Changes stats: +7 Dex / +3 Wil / +6 Cun / +4 Con Changes resistances: +10% mind Confusion immunity: +26% Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! | 
| In main hand |  Sceptre of the Archlich (40-48 power, 12 apr, darkness element) Requires: - Magic 50 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. The set is complete. Base power: 40.0 - 48.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent masteries: +0.20 Spell / Nightfall +0.20 Spell / Animus +0.20 Spell / Master of flesh +0.20 Spell / Master necromancer +0.20 Spell / Master of bones Spell save: +25 (+6 eff.) Mental save: +10 (+3 eff.) Mana each turn: +0.50 Maximum mana: +50.00 Spellpower: +52 (+10 eff.) Spell crit. chance: +15% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. This item has been sent to the Item's Vault. | 
| Around waist |  Arcpython Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +14 (+5 eff.) Damage when hit (Melee): 4 lightning Changes resistances penetration: +10% arcane Changes damage: +3% lightning / +9% arcane Stealth bonus: +5 Mental save: +7 (+2 eff.) Maximum life: +38.00 Spellpower: +5 (+1 eff.) A belt that goes around your waist. | 
| In off hand |  steel dagger 'Corruptionwind' (13-17 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 105 damage Damage (Melee): +5 light Damage (radius 1) on hit: +7 fire Damage against: +6% Undead When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 29 Changes resistances penetration: +5% nature / +5% blight Sharp, short and deadly. | 
| Cloak |  murderer's linen cloak (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Bindings of Eternal Night (12 def, 12 armour) Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. | 
Inventory
|  Rune of Reflection (--) 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: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 698 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. | 
|  steel amulet 'Ivossra' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +2 Str Changes resistances: +10% temporal Changes damage: +6% acid Physical save: +11 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Pinning immunity: +22% Knockback immunity: +27% Amulets make your neck look great! | 
|  Eilineth Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Fatigue: -6% Changes stats: +3 Dex Changes resistances: +6% blight / +6% nature / +6% mind Maximum encumbrance: +26 Poison immunity: +10% Disease immunity: +13% Rings make your fingers look great! | 
|  Shantiz the Stormblade (15-20 power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon 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. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. | 
|  Mardadunabers (34-54 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 34.0 - 54.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 174 damage over 5 turns and reducing armor and accuracy by 22 When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +10 (+3 eff.) Changes stats: +1 Cun Changes resistances: +6% acid Disarm immunity: +29% Light radius: +1 Massive two-handed swords. | 
|  Morrigor (50-70 power, 12 apr) Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 60% Mag, 60% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 73.14 arcane and 85.10 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+5 eff.) Spell crit. chance: +12% It can be used to activate talent Knockback (costing 10 power out of 10/10) : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: 8 Travel Speed: instantaneous Description: Your golem rushes to the target, dealing 142% damage and knocking it back. Knockback chance will increase with talent level. While rushing the golem becomes ethereal, passing harmlessly through creatures on the path to its target. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. | 
|  Strikebutcher the steel longsword (17-24 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 lightning / +4 cold / +6 nature When wielded/worn: Changes resistances penetration: +5% lightning Sharp, long, and deadly. | 
|  Gravitational Staff (30-36 power, 8 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+5 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 14 power out of 14/14) : Effective talent level: 3.0 Power cost: 14 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 98.90 physical (gravity) damage. Each target moved beyond the first increases the damage by 12.36 (up to a maximum of 49.45 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. | 
|  Penitence (15-18 power, 4 apr, nature element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% nature Damage affinity(heal): +20% nature Talent granted: +1 Command Staff Spell save: +15 (+3 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +10% It can be used to cure up to 5 diseases or poisons (based on Magic) Activation costs 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. | 
|  elm magestaff (10-12 power, 2 apr, cold element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. | 
|  rough leather belt 'Cinderwasp' Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% fire Changes damage: +12% light / +3% fire Physical save: +6 (+3 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. | 
|  dreamer's linen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +10% darkness / +11% mind / +7% all Physical save: +10 (+5 eff.) Spell save: +11 (+2 eff.) Mental save: +20 (+5 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Fireumbra (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 29 Damage when hit (Melee): 6 blight Changes resistances: +3% blight / +9% fire Changes damage: +6% cold Infravision radius: +2 A pair of boots made of leather. | 
|  Frost Treads (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. | 
|  Mumadig (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Changes damage: +11% arcane Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +31.00 Spell crit. chance: +2% A pointy cloth hat, very wizardly... | 
|  Chromatic Harness (10 def, 14 armour) Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. | 
|  Borfast's Cage (10 def, 20 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+3 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+7 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. | 
|  Titanic (20 def, 18 armour, 320 block) Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+7 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. | 
|  2 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  246 alchemist agate 0.00 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. | 
|  onyx 0.00 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. | 
|  7 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  iron pickaxe (dig speed 36 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  emerald 0.00 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. | 
|  spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  alchemist's lamp of the zealot Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +5 (+1 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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 Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Light radius: +3 See stealth: +5 See invisible: +7 Healing mod.: +11% 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. | 
|  Crystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  garnet 0.00 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. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Turerakan (21/21, 21-25 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 21.0 - 25.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 21 On weapon crit: * Splash the target with acid dealing 174 damage over 5 turns and reducing armor and accuracy by 22 Travel speed: +200% Damage (Ranged): +4 physical / +9 light / +9 darkness Damage against: +7% Undead / +7% Living When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. | 
|  Wind Worn Shot (25/25, 39-47 power, 15 apr) Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. | 
|  2 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  quartz 0.00 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. | 
|  4 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  8 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Bringer of Doom (Madness (Roguelike) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Madness (Roguelike) difficulty)
			Killed a Bringer of Doom.By Fistanegre the Ogre Necromancer level 35
78th Pyre 122nd year of Ascendancy at 06:53 see stats
 Exterminator (Madness (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Madness (Roguelike) difficulty)
			Killed 1000 creatures.By Fistanegre the Lich Necromancer level 35
3rd Summertide 122nd year of Ascendancy at 13:49 see stats
 Infinite x10 (Madness (Roguelike) difficulty)
			Got to level 10 of the infinite dungeon.
			Infinite x10 (Madness (Roguelike) difficulty)
			Got to level 10 of the infinite dungeon.By Fistanegre the Ogre Necromancer level 35
5th Mirth 122nd year of Ascendancy at 08:32 see stats
 Infinite x20 (Madness (Roguelike) difficulty)
			Got to level 20 of the infinite dungeon.
			Infinite x20 (Madness (Roguelike) difficulty)
			Got to level 20 of the infinite dungeon.By Fistanegre the Lich Necromancer level 35
1st Flare 122nd year of Ascendancy at 20:25 see stats
 Level 10 (Madness (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Madness (Roguelike) difficulty)
			Got a character to level 10.By Fistanegre the Ogre Necromancer level 10
74th Pyre 122nd year of Ascendancy at 11:10 see stats
 Level 20 (Madness (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Madness (Roguelike) difficulty)
			Got a character to level 20.By Fistanegre the Ogre Necromancer level 20
74th Pyre 122nd year of Ascendancy at 11:10 see stats
 Level 30 (Madness (Roguelike) difficulty)
			Got a character to level 30.
			Level 30 (Madness (Roguelike) difficulty)
			Got a character to level 30.By Fistanegre the Ogre Necromancer level 30
74th Pyre 122nd year of Ascendancy at 11:10 see stats
 Lichform (Madness (Roguelike) difficulty)
			Achieved your wild dreams of power and eternal life: you turned into a Lich!
			Lichform (Madness (Roguelike) difficulty)
			Achieved your wild dreams of power and eternal life: you turned into a Lich!By Fistanegre the Lich Necromancer level 35
10th Mirth 122nd year of Ascendancy at 17:22 see stats
 Size matters (Madness (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Madness (Roguelike) difficulty)
			Did over 600 damage in one attack.By Fistanegre the Ogre Necromancer level 35
79th Pyre 122nd year of Ascendancy at 03:02 see stats
 That was close (Madness (Roguelike) difficulty)
			Killed your target while having only 1 life left.
			That was close (Madness (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Fistanegre the Ogre Necromancer level 35
7th Mirth 122nd year of Ascendancy at 11:23 see stats
 Treasure Hoarder (Madness (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Madness (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Fistanegre the Lich Necromancer level 35
1st Flare 122nd year of Ascendancy at 08:53 see stats
 Treasure Hunter (Madness (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Madness (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Fistanegre the Ogre Necromancer level 35
1st Mirth 122nd year of Ascendancy at 01:16 see stats
Log
You gain 3.51 gold from the transmogrification of survivor's brass lantern of focus.
You gain 2.45 gold from the transmogrification of barbed quiver of ash arrows of crippling (22/22, 32-46 power, 7 apr).
You gain 1.30 gold from the transmogrification of dwarven-steel shield of reflection (0 def, 6 armour, 88.5 block).
You gain 13.32 gold from the transmogrification of Goriharadig (7 def, 14 armour).
You gain 7.40 gold from the transmogrification of rejuvenating cured leather armour (6 def, 4 armour).
You gain 4.69 gold from the transmogrification of cleansing hardened leather armour of command (16 def, 10 armour).
You gain 4.29 gold from the transmogrification of cleansing cured leather armour of command (12 def, 8 armour).
You gain 12.52 gold from the transmogrification of Baruchak the cured leather armour (9 def, 11 armour).
You gain 2.42 gold from the transmogrification of cleansing dwarven-steel mail armour of lightning resistance (3 def, 8 armour).
You gain 8.45 gold from the transmogrification of psion's cashmere wizard hat of madness (2 def, 0 armour).
You gain 2.75 gold from the transmogrification of insulating hardened leather cap of might (0 def, 3 armour).
You gain 3.50 gold from the transmogrification of Sludgegrip (0 def, 0 armour).
You gain 4.81 gold from the transmogrification of dreamer's cashmere robe of corrosion (+27%) (0 def, 0 armour).
You gain 4.56 gold from the transmogrification of cashmere robe of alchemy (0 def, 0 armour).
You gain 5.89 gold from the transmogrification of warbringer's dwarven-steel waraxe of erosion (21-29 power, 4 apr).
You gain 7.96 gold from the transmogrification of plaguebringer's dwarven-steel waraxe of evisceration (20-29 power, 4 apr).
You gain 6.11 gold from the transmogrification of cruel yew vilestaff of illumination (20-24 power, 4 apr, blight element).
You gain 1.98 gold from the transmogrification of pulsing mindstar of balance (13-14 power, 32 apr, nature damage).
You gain 2.73 gold from the transmogrification of nature's pulsing mindstar of balance (13-14 power, 32 apr, nature damage).
You gain 6.80 gold from the transmogrification of absorbing thorny mindstar of venom (8-9 power, 24 apr, nature damage).
You gain 7.57 gold from the transmogrification of warbringer's dwarven-steel longsword of crippling (24-34 power, 4 apr).
You gain 13.41 gold from the transmogrification of Xanavea the iron greatsword (16-25 power, 1 apr).
You gain 7.35 gold from the transmogrification of warbringer's dwarven-steel dagger of crippling (18-23 power, 7 apr).
You gain 5.19 gold from the transmogrification of truestriking dwarven-steel dagger of persecution (19-25 power, 7 apr).
You gain 8.14 gold from the transmogrification of warbringer's dwarven-steel battleaxe of persecution (32-48 power, 2 apr).
You gain 1.25 gold from the transmogrification of acidic dwarven-steel battleaxe (29-44 power, 2 apr).
You gain 14.99 gold from the transmogrification of Issandil (19-28 power, 2 apr).
You gain 0.25 gold from the transmogrification of gold amulet.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.































































