











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.7.6Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press  
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
 Known bugs:
 Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature 
 Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Das Blinkenlights 1.6.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
 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. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module: 
 Affected talents from the Embers of Rage DLC: 
 Affected talents from the Ashes of Urh'Rok DLC: 
 Affected talents from the Forbidden Cults DLC: 
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Insane Adventure | 
| Sex | Male | 
| Race | Drem | 
| Class | Writhing One | 
| Level / Exp | 20 / 51% | 
| Size | medium | 
| Lifes / Deaths | Killed by Iomin the krog at level 9 on the 29th Dusk 122nd year of Ascendancy at 23:372 / 3 Killed by thief at level 20 on the 8th Haze 122nd year of Ascendancy at 22:51 Killed by Aerunne the copperhead snake at level 20 on the 10th Haze 122nd year of Ascendancy at 00:05 | 
Primary Stats
| Strength | 20 (base 13) | 
| Dexterity | 23 (base 10) | 
| Constitution | 24 (base 13) | 
| Magic | 55 (base 48) | 
| Willpower | 12 (base 10) | 
| Cunning | 50 (base 35) | 
Resources
| Life | 597/597 | 
| Mana | 224/224 | 
| Insanity | 100/100 | 
| Healing Factor | 1.2272674059366 | 
| Regeneration | 11.352223504914 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -59.635377463227% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| Infravision | 5 | 
| See Stealth | 37.637072247758 | 
| See Invisible | 40.637072247758 | 
Offense: Mainhand
| Damage | 57 | 
| Accuracy | 50 | 
| Crit Chance | 18% | 
| APR | 13 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 45 | 
| Crit Chance | 25% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 25 | 
| Crit Chance | 19% | 
| Speed | 1 | 
Offense: Damage Bonus
| Physical | +3% | 
| Darkness | +23% | 
| Arcane | +6% | 
| All | 0% | 
Offense: Damage Penetration
| Mind | +15% | 
| Temporal | +5% | 
Defense: Base
| Armour (hardiness) | 9 (30%) | 
| Defense | 38 | 
| Ranged Defense | 38 | 
| Fatigue | 0 | 
| Physical Save | 39 | 
| Spell Save | 37 | 
| Mental Save | 49 | 
Defense: Resistances
| Darkness | + 23%( 70%) | 
| Light | + 11%( 70%) | 
| Fire | + 27%( 70%) | 
| Cold | + 22%( 70%) | 
| Physical | + 10%( 70%) | 
| Mind | + 19%( 70%) | 
| All | + 9%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Disarm Resistance | 26% | 
| Bleed Resistance | 20% | 
| Confusion Resistance | 31% | 
Inscriptions (3/4)
| Runes | Effective talent level: 1.0Rune: Shielding 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 create a protective shield absorbing at most 278 damage for 4 turns. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use 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 73 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 Cunning stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 329 life over 5 turns. Its effects scale with your Magic stat. | 
Class Talents
| Demented / Friend of the worm | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Demented / Horrific body | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Demented / Controlled horrors | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Tentacles | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Demented / Path of horror | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Demented / Disfigured face | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Staff combat | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Demented / Beyond sanity | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Race / Drem | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased.Zero Gravity | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| 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 injured seer to the recall portal on level 1 of Ruins of Kor'Pul.Escort: injured seer (level 1 of Ruins of Kor'Pul) As a reward you improved Magic by +5. | done | 
| You failed to protect the lost defiler from death by ritch flamespitter.Escort: lost defiler (level 4 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 Heightened Senses (+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. | active | 
| You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it?Hunt for the legendary Plumpkin! You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * 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 Shade. | done | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * 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 snow giant kidney. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active | 
| A huge mindless and corrupted worm is heading toward Kroshkkur!The Worm That Devours It 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 arenaThe 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 within 2 lumberjacks have died. | done | 
Equipment
| On feet |  Dagikath the pair of dwarven-steel boots (0 def, 5 armour) 3.0 Encumbrance T3 feet armor [Random Unique] Master/Psionic While equipped: Stats Str +2, Wil +3, Cun +4, Con +2 offense ------ Damage +6% arcane When Hit 6 arcane defense ------ Armor +5 Fatigue +3% Physical save +8 (+3 eff.) Spell save +5 (+3 eff.) Mind save +7 (+3 eff.) other ------- Infravision +1 Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  brass lantern 'Oloregothel' 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats Cun +3, Str +2 offense ------ When Hit 11 fire On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 defense ------ Resistance +6% fire other ------- Light +3 See Invisibility +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 |  Aerutta the linen wizard hat (21 def, 0 armour) 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats Dex +5, Cun +3, Con +2 offense ------ Damage +3% physical Ignore resists +5% temporal defense ------ Defense +21 (+8 eff.) Mind save +6 (+2 eff.) A pointy cloth hat, very wizardly... | 
| Tool |  evasive steel torque of gale force [power 160]  (13/15 cooldown) 2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 164 physical damage Puts all charms on 15 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  steel ring of pilfering 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+3 eff.) Ignore Armor +9 defense ------ Defense +9 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 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 |  savior's copper ring of life 0.1 Encumbrance T1 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Physical save +7 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Life +40.00 Life Regen +6.00 Healmod +11% Rings make your fingers look great! | 
| Around waist |  Marduvor 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats Con +1 offense ------ Critical power +15.00% Mindpower +2 (+1 eff.) Ignore resists +5% mind Accuracy +10 (+4 eff.) defense ------ Physical save +7 (+2 eff.) other ------- Stamina/turn +3.00 A belt that goes around your waist. | 
| In main hand |  cruel short yew vilestaff of illumination (20-24 power, 4 apr, darkness element) 3.0 Encumbrance T3 staff 1H weapon [Ego] Nature/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Critical power +6.00% Spellpower +9 (+3 eff.) Damage +20% darkness defense ------ Defense +8 (+3 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 70.94 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. | 
| On hands |  Adoth (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats Dex +2 offense ------ Mind Crit +3% On-Hit 5 darkness Damage +3% darkness Ignore resists +10% mind Accuracy +17 (+6 eff.) defense ------ Armor +2 Resistance +5% darkness Physical save +6 (+2 eff.) Mind save +5 (+2 eff.) Disarm Resist +26% 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. | 
| Main armor |  dreamer's woollen robe (0 def, 0 armour) 2.0 Encumbrance T2 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +11% darkness, +11% mind, +9% all Physical save +10 (+3 eff.) Spell save +11 (+5 eff.) Mind save +20 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak |  linen cloak 'Bethemira' (1 def, 2 armour) 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ Physical Power +5 (+3 eff.) On-Hit (Melee): * 20% chance to reduce armor by 33% defense ------ Armor +2 Defense +1 (+1 eff.) Physical save +3 (+1 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  gold amulet 'Emelyseba' 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Dex +5, Cun +5, Con +5, Lck +10 offense ------ Move Speed +10% Accuracy +7 (+3 eff.) defense ------ Defense +5 (+2 eff.) Fatigue -6% Resistance +2% physical, +14% fire, +3% light, +15% cold Resist unseen 10% Life Regen +3.00 Cut Resist +20% other ------- Stamina/turn +0.60 Amulets make your neck look great! | 
Inventory
|  Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18) 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 11% 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 duelist (speed 569%; cd 11) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 569% 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 Dexterity 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 wizard (res 28%; magical; dur 4; cd 12) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Blood of Undeath 0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. | 
|  Rune of Reflection (--) 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 375 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. | 
|  ethereal rune (power 8; resist 13%; move 33%; dur 5; cd 20) 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 13% all resistance, you move 33% faster, and you are invisible (power 8). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune (absorb 141; dur 4; cd 15) 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 141 damage for 4 turns. 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 | 
|  Flashnail 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats Mag +4, Cun +3, Con +2 offense ------ On-Hit 5 physical On-Ranged-Hit 8 physical Damage +3% light On-Hit (Melee): * 10% chance to reduce all saves and defense by 17 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 17 defense ------ Resistance +6% light other ------- Hate-on-crit +2.00 Max hate +6.00 Light +2 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! | 
|  Woeroar 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats Dex +5, Wil +1, Cun +1 offense ------ Damage +11% lightning On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Resistance +22% lightning other ------- Light +2 See Invisibility +9 Rings make your fingers look great! | 
|  Xanusera the Morningwaker 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +22% lightning, +3% mind When Hit 2 mind, 6 light defense ------ Resistance +26% lightning, +9% light other ------- Light +1 Rings make your fingers look great! | 
|  Yvythra the steel ring 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats Str +1 offense ------ Critical power +20.00% defense ------ Defense +5 (+2 eff.) Resistance +9% acid Mind save +6 (+2 eff.) Life Regen +4.00 Confus Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! | 
|  savior's steel ring of luminosity 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats Mag +2 offense ------ On-Hit 12 light On-Ranged-Hit 16 light Damage +11% light defense ------ Physical save +6 (+2 eff.) Spell save +7 (+3 eff.) Mind save +6 (+2 eff.) Rings make your fingers look great! | 
|  iron mace (12-17 power, 2 apr) 3.0 Encumbrance T1 mace 1H weapon [Normal] Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Blunt and deadly. | 
|  Girdle of the Calm Waters 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats Wil +3 defense ------ Resistance +20% blight, +20% cold, +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. | 
|  Ivuldavea the Skygash 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats Cun +2, Mag +1 offense ------ Damage +12% lightning, +3% fire defense ------ Defense +8 (+3 eff.) Stealth +6 other ------- Infravision +1 See Invisibility +9 A belt that goes around your waist. | 
|  Xeryra the rough leather belt 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats Str +2, Dex +2, Con +3 offense ------ Mindpower +3 (+1 eff.) On-Hit (Melee): * 10% chance to reduce armor by 33% defense ------ Crit Resistance 5.00% Physical save +6 (+2 eff.) A belt that goes around your waist. | 
|  rough leather belt 'Frozenstriker' 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: defense ------ Resistance +6% fire, +6% light, +9% cold Spell save +3 (+2 eff.) Confus Resist +20% A belt that goes around your waist. | 
|  Zugen (7 def, 6 armour) 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Armor +6 Defense +7 (+3 eff.) Crit Resistance 5.00% Physical save +6 (+2 eff.) Healmod +10% Blind Resist +10% Disease Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  focusing Robe of the Worm of fire (+15%) (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: Stats Mag +5, Wil +4 offense ------ Damage +10% fire defense ------ Resistance +7% all, +15% fire other ------- Mana/turn +0.11 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  spellwoven linen robe of power (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +14 (+5 eff.) Damage +6% all defense ------ Resistance +7% all Spell save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Daimaledan the iron helm (10 def, 3 armour) 3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats Cun +2, Wil +3 offense ------ Mindpower +3 (+1 eff.) defense ------ Armor +3 Defense +10 (+4 eff.) Fatigue +5% Resistance +3% fire Crit Resistance 5.00% Mind save +9 (+3 eff.) Healmod +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Delidudig the Hailtrial (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Mag +1 offense ------ Damage +11% cold Ignore resists +5% cold defense ------ Defense +1 (+1 eff.) Resistance +6% temporal, +22% cold Crit Resistance 15.00% other ------- See Invisibility +3 A pointy cloth hat, very wizardly... | 
|  Eel-skin armour (16 def, 0 armour) 9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats Cun +3, Dex +2 defense ------ Defense +16 (+6 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 35.03 to 105.09 lightning damage (70.06 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. | 
|  Skin of Many (12 def, 6 armour) 9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats Con +4 defense ------ Armor +6 Defense +12 (+5 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. | 
|  Sunwrack the cured leather armour (6 def, 4 armour) 9.0 Encumbrance T2 light armor [Random Unique] Arcane/Master While equipped: offense ------ On-Hit 9 acid, 9 fire Ignore resists +10% blight, +15% fire When Hit 9 acid, 8 fire, 6 blight defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +15% lightning, +17% cold, +12% fire, +15% acid A suit of armour made of leather. | 
|  3 agate 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1, Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1, Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  346 alchemist agate 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  4 aquamarine 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  4 opal 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2, Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2, Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 topaz 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Demonic Soul 0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. | 
|  Tooth of the Mouth (dig speed 12 turns) 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
|  Mummified Egg-sac of Ungolë 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. | 
|  spinel 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. | 
|  Heart of the Sandworm Queen 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. | 
|  Prox's Lucky Halfling Foot 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +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. | 
|  Scrying Orb 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Rod of Recall (1/1) 2.0 Encumbrance 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. | 
|  Transmogrification Chest 2.0 Encumbrance 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. | 
|  extending steel torque of mindblast [power 160]  (13/15 cooldown) 2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. | 
|  focusing iron torque of gale force [power 105]  (13/15 cooldown) 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 108 physical damage Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. | 
|  Xanyna the Gleamwrest [power 95]  (13/25 cooldown) 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +3% acid, +6% cold defense ------ Resistance +6% acid other ------- Light +3 Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 95 Armor: 2 All Resist: 7 Puts all charms on 25 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. | 
|  yew totem of healing 'Koregas' [power 278]  (13/15 cooldown) 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats Str +2, Dex +2, Con +1 offense ------ Critical power +10.00% defense ------ Physical save +12 (+4 eff.) Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. | 
|  2 amethyst 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  cleansing elm wand of shielding [power 110]  (13/20 cooldown) 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  8 ametrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 citrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  4 zircon 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Gachi the Drem Writhing One level 9
6th Dusk 122nd year of Ascendancy at 07:01 see stats
 Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Gachi the Drem Writhing One level 10
31st Dusk 122nd year of Ascendancy at 05:38 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 Gachi the Drem Writhing One level 20
8th Haze 122nd year of Ascendancy at 07:48 see stats
 Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.
			Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.By Gachi the Drem Writhing One level 10
45th Dusk 122nd year of Ascendancy at 13:27 see stats
 The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Gachi the Drem Writhing One level 9
3rd Mirth 122nd year of Ascendancy at 00:03 see stats
 The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By Gachi the Drem Writhing One level 12
48th Dusk 122nd year of Ascendancy at 06:39 see stats
 Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Gachi the Drem Writhing One level 18
4th Haze 122nd year of Ascendancy at 23:29 see stats
Log
Melee retaliation hits Shadow for 3 arcane, 5 fire (9 total damage).
Only Ashes Left from Areyalle the assassin hits Shadow for 1 darkness damage.
Gachi was smashed back 1 spaces!
Gachi burns with dark flames.
Carrion worm mass's wormblight area effect hits Emovea the rogue for 13 blight damage.
Carrion worm mass's wormblight area effect hits Minotaur for 18 blight damage.
Carrion worm mass's wormblight area effect hits Shadow for 18 blight damage.
Carrion worm mass's wormblight area effect hits Minotaur for 18 blight damage.
Carrion worm mass's wormblight area effect hits Areyalle the assassin for 14 blight damage.
Gachi receives 7 healing from Carrion worm mass's wormblight area effect.
Carrion worm mass's wormblight area effect hits Aerunne the copperhead snake for (8 deflected), 8 blight (8 total damage).
Areyalle the assassin's fire area effect hits Gachi for 15 fire damage.
Areyalle the assassin's fire area effect hits Areyalle the assassin for 22 fire damage.
Black Blood Bleeding from Gachi hits Aerunne the copperhead snake for (5 deflected), 5 darkness (6 total damage).
Aerunne the copperhead snake hits Gachi for 50 physical, 3 physical (54 total damage).
Emovea the rogue summons a Jelly!
Emovea the rogue's mind surges with critical power!
Carrion worm mass's wormblight area effect killed Shadow!
Gachi speeds up.
Poison from Aerunne the copperhead snake hits Gachi for 5 nature damage.
Only Ashes Left from Areyalle the assassin hits Gachi for 13 darkness damage.
Melee retaliation hits Minotaur for 3 arcane, 5 fire (9 total damage).
Minotaur hits Gachi for 33 physical damage.
Aerunne the copperhead snake uses Willful Strike.
Aerunne the copperhead snake hits Gachi for 102 physical damage.
Gachi the level 20 drem writhing one was battered to death by Aerunne the copperhead snake on level 3 of The Maze.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Aerunne the copperhead snake killed Gachi!



















































