











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 | Cornac | 
| Class | Writhing One | 
| Level / Exp | 12 / 16% | 
| Size | big | 
| Lifes / Deaths | Killed by Ben Cruthdar, the Cursed at level 6 on the 5th Mirth 122nd year of Ascendancy at 12:320 / 4 Killed by Cyriranor the armoured skeleton warrior at level 11 on the 59th Dusk 122nd year of Ascendancy at 01:13 Killed by Cyriranor the armoured skeleton warrior at level 11 on the 59th Dusk 122nd year of Ascendancy at 02:19 Killed by Gunsnake at level 12 on the 59th Dusk 122nd year of Ascendancy at 16:28 | 
Primary Stats
| Strength | 16 (base 14) | 
| Dexterity | 17 (base 10) | 
| Constitution | 14 (base 13) | 
| Magic | 44 (base 37) | 
| Willpower | 10 (base 10) | 
| Cunning | 21 (base 21) | 
Resources
| Life | 331/331 | 
| Insanity | 92/100 | 
| Healing Factor | 1.0372895330003 | 
| Regeneration | 0.25932238325009 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -62.968710796561% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| Infravision | 5 | 
| See Stealth | 35.223953584336 | 
| See Invisible | 35.223953584336 | 
Offense: Mainhand
| Damage | 26 | 
| Accuracy | 39 | 
| Crit Chance | 6% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 37 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 27 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Damage Bonus
| Fire | +3% | 
| All | 0% | 
Offense: Damage Penetration
| Fire | +5% | 
| Cold | +10% | 
Defense: Base
| Armour (hardiness) | 18.5 (43.579428603723%) | 
| Defense | 21 | 
| Ranged Defense | 21 | 
| Fatigue | 13 | 
| Physical Save | 13 | 
| Spell Save | 25 | 
| Mental Save | 20 | 
Defense: Resistances
| Light | + 3%( 70%) | 
| Fire | + 12%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Pinning Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Confusion Resistance | 22% | 
Inscriptions (4/4)
| 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 217 life over 5 turns. Its effects scale with your Willpower stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. | 
| Infusions | Effective talent level: 1.0Infusion: Wild 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 cure yourself of one random mental effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. | 
Class Talents
| Demented / Friend of the worm | 1.30 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Horrific body | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Controlled horrors | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Tentacles | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 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 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Beyond sanity | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| 
 | 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 3 of Trollmire.Escort: injured seer (level 3 of Trollmire) As a reward you improved Magic by +5. | done | 
| You failed to protect the lost defiler from death by Cyriranor the armoured skeleton warrior.Escort: lost defiler (level 2 of Ruins of Kor'Pul) | failed | 
| You failed to protect the lost defiler from death by Ce'Nena the giant eel.Escort: lost defiler (level 2 of Trollmire) | failed | 
| 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 | 
| 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed bear paw. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 5 lumberjacks have died. | done | 
Equipment
| On feet |  Bethitha (15 def, 5 armour) 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +5 Defense +15 (+7 eff.) Resistance +12% fire Physical save +3 (+3 eff.) Pinning Resist +20% other ------- Infravision +2 A pair of boots made of leather. | 
| Light source |  brass lantern 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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 |  Duvasus (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Dex +3 offense ------ On-Hit (Melee): * 10% chance to reduce armor by 29% defense ------ Armor +1 Fatigue +1% Resistance +3% light Unlife -80.00 life A cap made of leather. | 
| Tool |  iron torque of mindblast 'Infernooblivion' [power 105]  (13 cooldown) 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% fire Ignore resists +10% cold, +5% fire When Hit 6 fire Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  copper ring of clarity 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +5 (+2 eff.) Confus Resist +22% Rings make your fingers look great! | 
| Around waist |  rough leather belt 'Sparkhunger' 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Mind Crit +2% Physical Power +3 (+2 eff.) Mindpower +15 (+8 eff.) When Hit 2 lightning On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 defense ------ Spell save +5 (+2 eff.) other ------- Size +1 A belt that goes around your waist. | 
| In main hand |  Betubeth (18-25 power, 2 apr) 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Str +2, Dex +2, Mag +2, Con +1 other ------- Infravision +1 One-handed war axes. | 
| On hands |  rough leather gloves of dexterity (+2) (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats Dex +2 offense ------ Accuracy +10 (+3 eff.) defense ------ Armor +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. | 
| Main armor |  impenetrable iron mail armour of resilience (2 def, 10 armour) 14.0 Encumbrance T1 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +10 Defense +2 (+1 eff.) Fatigue +12% Life +23.00 A suit of armour made of mail. | 
| Cloak |  linen cloak of protection (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Ego] Arcane While equipped: defense ------ Defense +1 (+0 eff.) Spell save +7 (+3 eff.) Mind save +5 (+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 |  Withering Orbs 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
Inventory
|  Primal Infusion (affinity 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 warrior (speed 448%; 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 448% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  blink rune of the wizard (range 5; phase 20; cd 17) 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Unerring Scalpel (15-19 power, 25 apr) 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. | 
|  Elora (27-40 power, 2 apr) 5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 27.0 - 40.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +9 fire On Critical: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats Con +3 offense ------ Physical Crit +12.0% defense ------ Resistance +6% acid Crit Resistance 5.00% Massive two-handed mauls. | 
|  balanced iron greatsword of daylight (16-26 power, 1 apr) 3.0 Encumbrance T1 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 16.5 - 26.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +7 light Damage Against +9% Undead While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +9 (+4 eff.) Disarm Resist +27% Massive two-handed swords. | 
|  steel greatsword of massacre (31-49 power, 2 apr) 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master Weapon Damage 31.0 - 49.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% Massive two-handed swords. | 
|  stormbringer's elm longbow of dampening 4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Ego+] Nature/Disrupt Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-crit, radius 2 +12 lightning, +8 cold While equipped: offense ------ Move Speed +33% Ignore resists +9% lightning, +8% cold defense ------ Resistance +12% acid, +11% lightning, +11% cold, +12% fire +5% all Spell save +9 (+4 eff.) Longbows are used to shoot arrows at your foes. | 
|  Eclipse (18-21 power, 4 apr, darkness element) 5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+5 eff.) Damage +15% darkness, +15% physical, +15% light, +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. | 
|  Flareprophet the elm vilestaff (10-12 power, 2 apr, acid element) 5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats Str +4 offense ------ Spell Crit +1% Spellpower +3 (+2 eff.) Damage +10% acid, +3% fire Ignore resists +10% acid, +5% fire defense ------ Armor +4 Hardiness +4% Resistance +1% physical Physical save +3 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Hellsstalker (12-14 power, 2 apr, darkness element) 3.0 Encumbrance T1 staff 1H weapon [Rare] Arcane Weapon Damage 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +5 (+3 eff.) Damage +3% blight, +3% fire, +12% darkness Ignore resists +5% blight defense ------ Resistance +3% temporal, +12% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  crippling short elm vilestaff of illumination (10-12 power, 2 apr, darkness element) 3.0 Encumbrance T1 staff 1H weapon [Ego+] Nature/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +4.0% Spell Crit +1% Spellpower +3 (+2 eff.) Damage +10% darkness, +10% blight defense ------ Defense +6 (+3 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 5 turn cooldown Effective talent level: 1.0 Power cost 5 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 62.88 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. It was corrupted by the digestive sack. | 
|  overgrown steel steamgun of lightning 4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +5 lightning On Hit: 10% Overgrowth level 2 Uses 2.0 Steam While equipped: offense ------ Damage +8% lightning defense ------ Life Regen +0.50 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  Cloudsever (12-17 power, 2 apr) 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +8 lightning On-Hit, radius 1 +12 lightning On Hit: * Create an explosion dealing 64 cold damage (1/turn) While equipped: offense ------ Damage +7% cold Ignore resists +10% blight, +15% temporal, +8% cold defense ------ Resistance +12% lightning One-handed war axes. | 
|  Stormlash (17-18 power, 7 apr) 3.0 Encumbrance T1 whip 1H weapon [Unique] Arcane Weapon Damage 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 15.89 to 47.67 lightning damage (based on Magic and Dexterity). Uses 9 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. | 
|  linen cloak of battle (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +1 (+1 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  woollen robe of light (+18%) (0 def, 0 armour) 2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Damage +12% light defense ------ Resistance +18% light, +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Demonbrawn (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +6% mind Ignore resists +5% darkness defense ------ Armor +1 Fatigue -4% Resistance +6% darkness Physical save +6 (+6 eff.) other ------- Encumbrance +20 A pair of boots made of leather. | 
|  dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Ego] Master While equipped: Stats Dex +2 offense ------ Accuracy +13 (+4 eff.) defense ------ Armor +2 Fatigue +3% 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. | 
|  polar iron gauntlets of strength (+3) (0 def, 1 armour) 1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats Str +3 offense ------ Physical Power +8 (+4 eff.) On-Hit 6 cold Damage +4% cold defense ------ Armor +1 Fatigue +1% Resistance +5% cold 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. | 
|  rough leather gloves 'Kheleregochik' (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats Mag +3 defense ------ Armor +1 Resistance +3% acid Physical save +6 (+6 eff.) Life Regen +2.00 Stun Resist +10% other ------- Stamina/turn +0.50 Max stamina +12.00 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. | 
|  Silyretira the rough leather cap (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Mind Crit +3% Ignore resists +15% mind defense ------ Armor +1 Fatigue +1% Resistance +3% acid Physical save +11 (+9 eff.) other ------- EQ when Hit +0.08 A cap made of leather. | 
|  linen wizard hat 'Demonbore' (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+2 eff.) Damage +9% darkness, +6% temporal Ignore resists +5% darkness When Hit 4 arcane On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +1 (+0 eff.) other ------- Mana/turn +0.14 Vim-on-crit +1.00 A pointy cloth hat, very wizardly... | 
|  rough leather cap 'Ravenvile' (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +6% mind When Hit 6 darkness On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 defense ------ Armor +1 Fatigue +1% Resistance +8% cold, +3% mind, +9% darkness other ------- Breathe water A cap made of leather. | 
|  prismatic steel mail armour of cold resistance (2 def, 6 armour) 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% cold, +12% light, +11% darkness A suit of armour made of mail. | 
|  iron plate armour (0 def, 7 armour) 17.0 Encumbrance T1 massive armor Reqs - Massive armour training ,Str 22 [Normal] While equipped: defense ------ Armor +7 Fatigue +22% A suit of armour made of metal plates. | 
|  iron shield (0 def, 2 armour, 23.5 block) 7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. | 
|  steel shield of shrapnel (0 def, 4 armour, 43 block) 7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 137 physical damage over 5 turns (1/turn) defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. | 
|  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. | 
|  72 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. | 
|  Blazedeath the iron pickaxe (dig speed 38 turns) 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +3, Wil +2 offense ------ Critical power +5.00% Ignore resists +15% mind defense ------ Fatigue -5% other ------- Light +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  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. | 
|  miner's iron pickaxe (dig speed 30 turns) 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +1 other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  3 spinel 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 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. | 
|  Crystal Focus 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +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. | 
|  Scrying Orb 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Rod of Recall (2/2) 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  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. | 
|  barbed pouch of steel shots of erosion (20/20, 29-34 power, 2 apr) 3.0 Encumbrance T2 shot ammo [Ego+] Nature/Master Weapon Damage 29.0 - 34.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +10.5% Capacity 20 On-ranged-hit +8 nature On Critical: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. | 
|  2 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. | 
|  4 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. | 
|  3 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 Butaj the Cornac Writhing One level 11
49th Dusk 122nd year of Ascendancy at 16:52 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 Butaj the Cornac Writhing One level 10
11st Dusk 122nd year of Ascendancy at 07:25 see stats
 The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Butaj the Cornac Writhing One level 6
77th Pyre 122nd year of Ascendancy at 00:50 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 Butaj the Cornac Writhing One level 6
7th Dusk 122nd year of Ascendancy at 00:31 see stats
Log
worm that walks (servant of Butaj) misses Gunsnake.
Evasive Shots fires a retaliatory shot at worm that walks (servant of Butaj)!
worm that walks (servant of Butaj) misses Gunsnake.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 17.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 17.
Character control switched to Butaj.
Gunsnake's Evasive Shots hits Worm that walks (servant of Butaj) for 126 physical damage.
Gunsnake's Evasive Shots hits Worm that walks (servant of Butaj) for 127 physical damage.
Butaj the level 12 cornac writhing one was bled to death by Gunsnake on level 2 of Ruins of Kor'Pul.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Gunsnake's Evasive Shots killed Worm that walks (servant of Butaj)!
Saving game...
Resting starts...
Talent Anarchic Walk is ready to use.
Talent Dig is ready to use.
Talent Worm that Walks is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Shed Skin is ready to use.
Talent Lash Out is ready to use.
Worm that walks (servant of Butaj) activates Worm that Walks Link.
Worm that walks (servant of Butaj) activates Infestation.
Worm that walks (servant of Butaj) activates Ruin.
Talent Tendrils Eruption is ready to use.
Talent Chaos Orbs is ready to use.
Talent Disjointed Mind is ready to use.
Rested for 12 turns (stop reason: all resources and life at maximum).
Saving done.











































