










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Bloodriver Adherent Class 1.7.6Adds Bloodriver Adherent class, a Mage subclass. Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3. Perfect Perfection 1.7.4Modifies mastery and perfection egos to only roll from what you have unlocked and have at least 1 point in, to reduce useless rolls. Effective Talent Scaling 1.7.4Changes some talents that use raw levels for no apparent reason to use effective levels instead. Affected talents include: Portable Item Vault 1.7.4Add a portable item vault to your inventory! 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:
 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. 
 
 
 
 
 
 
 
 Elkan's Infinite Dungeon Tweaks And Zlefin's Fixes 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead, this version disbles mirror matches. (From Elkan) 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:
 Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. | 
| Campaign | Infinite | 
| Mode | Insane Adventure | 
| Sex | Male | 
| Race | Yeek | 
| Class | Bloodriver Adherent | 
| Level / Exp | 15 / 43% | 
| Size | small | 
| Lifes / Deaths | no deaths recorded5 / 0 | 
Primary Stats
| Strength | 8 (base 10) | 
| Dexterity | 16 (base 13) | 
| Constitution | 17 (base 22) | 
| Magic | 43 (base 41) | 
| Willpower | 41 (base 25) | 
| Cunning | 23 (base 16) | 
Resources
| Life | 153/153 | 
| Mana | 386/386 | 
| Healing Factor | 1.0629415192739 | 
| Regeneration | 0.26573537981849 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 9 | 
| See Stealth | 6 | 
| See Invisible | 5 | 
Offense: Mainhand
| Damage | 20 | 
| Accuracy | 13 | 
| Crit Chance | 8% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 4 | 
| Accuracy | 13 | 
| Crit Chance | 9% | 
| APR | 6 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 41 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 30 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +11% | 
| Light | +10% | 
| Nature | +3% | 
| Physical | +37% | 
| Fire | +12% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +10% | 
| Cold | +10% | 
| Nature | +10% | 
Defense: Base
| Armour (hardiness) | 23.381543058323 (30%) | 
| Defense | 24 | 
| Ranged Defense | 24 | 
| Fatigue | 0 | 
| Physical Save | 30 | 
| Spell Save | 24 | 
| Mental Save | 39 | 
Defense: Resistances
| Acid | + 15%( 70%) | 
| Light | -2%( 70%) | 
| Physical | + 12%( 70%) | 
| Lightning | + 22%( 70%) | 
| Arcane | + 12%( 70%) | 
| Cold | + 22%( 70%) | 
| All | + 7%( 70%) | 
Defense: Immunities
| Disarm Resistance | 22% | 
| Confusion Resistance | 65% | 
| Silence Resistance | 30% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 0% | 
Inscriptions (3/3)
| 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 199 life over 5 turns. Its effects scale with your Willpower stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 13 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 63 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 Magic stat. | 
| 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 (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. | 
Class Talents
| Bloodriver / Sihr-Mpath | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Bloodriver / Arcana blood | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Spell / Earth | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Spell / Fire | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Bloodriver / Advanced sanguine element arts | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Bloodriver / Sanguine spells | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Bloodriver / Rites | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Bloodriver / Totem | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Bloodriver / Purification | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Bloodriver / Blood essentials | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| Race / Yeek | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Conveyance | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
Effects
| talent | Stone Skin | 
| talent | Automated Athame | 
| detrimental effect | Zone-wide effect: +10% light damage, -10% light resistance, -10% accuracy, -20% blind immunity.Aura of light | 
Quests
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 2): Exterminator You completed the challenge and received: +1 Generic Point | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 3): Exterminator You completed the challenge and received: +3 Stat Points | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 4): Exterminator You completed the challenge and received: +3 Stat Points | done | 
| Proceed to the next Infinite Dungeon level with -7 sight range.Infinite Dungeon Challenge (Level 5): Near Sighted You completed the challenge and received: +1 Class Point | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 6): Exterminator You completed the challenge and received: +3 Stat Points | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 7): Exterminator You completed the challenge and received: +1 Generic Point | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 8): Exterminator You completed the challenge and received: +3 Stat Points | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 9): Exterminator You completed the challenge and received: +1 Category 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 |  Ulonarintir (0 def, 1 armour) 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Cun +1 Dex dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +1 Mind.save +15 (+5 eff.) ---------- misc Max.psi +10.00 A pair of boots made of leather. | 
| Light source |  bright brass lantern of clarity 2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +6 See.Stealth +6 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  Ereloregondur the Festerravage (2 def, 0 armour) 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +12% fire +3% nature Res.pen +5% nature ----- def ----- Defense +2 (+1 eff.) Resists +16% lightning A pointy cloth hat, very wizardly... | 
| On hands |  Beurim the rough leather gloves (0 def, 1 armour) 1.0 T1 hands armor [Rare] Psionic While equipped: Stats +1 Cun +1 Str dps ---------- Acc +5 (+3 eff.) ----- def ----- Armour +1 Phys.save +5 (+3 eff.) Mind.save +5 (+2 eff.) Silence- +10% Disarm- +22% Confus- +10% Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Tool |  Telekinetic Core 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+3 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 63 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. | 
| On fingers |  Ulogen 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +5 (+2 eff.) Resists +5% arcane Mind.save +6 (+2 eff.) Die.at -40.00 life Cut- +20% ---------- misc Equi/ret +0.04 Rings make your fingers look great! | 
| On fingers |  mule's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Rings make your fingers look great! | 
| Around neck |  Willowmaim 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Res.pen +5% nature +10% cold On Hit (Melee): * 10% chance to slow global speed by 46% ---------- misc Light +3 Amulets make your neck look great! | 
| In main hand |  short elven-wood starstaff of warding  (25-30 power, 5 apr, physical element) 5.0 T4 staff 1H weapon [Ego] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% physical ----- def ----- Armour +4 Defense +4 (+2 eff.) ---------- misc Wards +2 physical Talents +2 Ward +1 Command Staff Automatically fling projections of a dagger in your offhand slot to up to 3 random enemies in range 5 and bleed them, costing 10 power out of 12/12. Staves designed for wielders of magic, by the greats of the art. | 
| Around waist |  blurring rough leather belt 1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +9 (+4 eff.) Stealth +5 A belt that goes around your waist. | 
| In off hand |  acidic steel dagger of the mystic (12-16 power, 6 apr) 1.0 T2 dagger 1H weapon [Ego] Arcane Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.pwr +7 (+3 eff.) Sharp, short and deadly. | 
| Cloak |  thick linen cloak of Eldoral (1 def, 5 armour) 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Tusagorn the Hailtreason (3 def, 3 armour) 2.0 T1 cloth armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% physical Res.pen +10% physical ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +9% acid +6% cold +7% all Phys.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
Inventory
|  healing infusion of the titan (heal 75; cd 12) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 75 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  healing infusion of the titan (heal 74; cd 10) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 74 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  movement infusion (speed 400%; cd 12) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 400% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  movement infusion of the sneak (speed 484%; cd 15) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 484% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  shatter afflictions rune (absorb 36; cd 21) 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 36 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune of the warrior (absorb 31; cd 17) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 31 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune (absorb 50; dur 3; cd 18) 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Gerianor the Airripper 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +2 Mag +1 Wil dps ---------- Res.pen +15% lightning ----- def ----- Resists +10% fire +11% cold Amulets make your neck look great! | 
|  Ivolaith 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag ----- def ----- Resists +2% physical +6% fire Max.HP +40.00 Stun/Frz- +10% Amulets make your neck look great! | 
|  copper amulet 'Sepsisradiance' 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% light ----- def ----- Resists +11% mind +9% nature Confus- +21% ---------- misc Light +2 Amulets make your neck look great! | 
|  copper ring of nature (+20%) 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings make your fingers look great! | 
|  Glorelessra the iron dagger (10-12 power, 5 apr) 1.0 T1 dagger 1H weapon [Rare] Psionic Power 9.5 - 12.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 mind On Hit: * 12% chance to reduce all saves and defense by 20 While equipped: Stats +1 Cun +2 Wil dps ---------- Dmg.mod +3% acid ----- def ----- Resists +6% blight +3% lightning +3% acid Sharp, short and deadly. | 
|  Floeonslaught the elm magestaff (10-12 power, 2 apr, fire element) 5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Defense +5 (+2 eff.) Resists +9% lightning +3% light +3% darkness ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 99.11 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. | 
|  magelord's elm starstaff of breaching  (10-12 power, 2 apr, physical element) 5.0 T1 staff 1H weapon [Ego++] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +1% Spell.pwr +9 (+3 eff.) Melee+ 16 arcane Dmg.mod +10% physical Res.pen +5% physical ---------- misc Max.mana +20.00 Talents +1 Command Staff Automatically fling projections of a dagger in your offhand slot to up to 3 random enemies in range 5 and bleed them, costing 10 power out of 12/12. Staves designed for wielders of magic, by the greats of the art. | 
|  Mardyregokath the Freezefurnace (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 eff.) Resists +6% blight Spell.save +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  linen robe 'Rherach' (0 def, 0 armour) 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +10% fire Res.pen +5% mind ----- def ----- Resists +15% fire +7% all ---------- misc Max.hate +8.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Smearoozer (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +3 Fatigue +2% Resists +3% lightning +5% fire +6% cold ---------- misc See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  traveler's pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+3 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. | 
|  Cyrenn the iron gauntlets (0 def, 7 armour) 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str +2 Wil dps ---------- Melee+ 6 physical Dmg.mod +9% mind +3% physical On Hit (Melee): * 10% chance to reduce armor by 32% ----- def ----- Armour +7 Fatigue +1% Unarmed combat: Power 9.5 - 13.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit.r1 +6 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. | 
|  rough leather gloves of strength (+2) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+6 eff.) ----- def ----- Armour +1 Unarmed combat: Power 9.5 - 10.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  storm rough leather gloves of strength (+2) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+5 eff.) Melee+ 6 lightning Dmg.mod +3% lightning ----- def ----- Armour +1 Resists +6% lightning Unarmed combat: Power 9.5 - 10.5 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +5 lightning On Hit: 10% Lightning Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  miner's rough leather cap (0 def, 3 armour) 2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. | 
|  rough leather cap 'Frostriver' (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Con dps ---------- Dmg.mod +9% cold ----- def ----- Armour +1 Fatigue +1% Crit.chn- 5.00% ---------- misc Infravis +1 A cap made of leather. | 
|  2 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  onyx 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. | 
|  aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  2 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. | 
|  iron pickaxe (dig speed 38 turns) 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  2 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Isunor [power 105]  (15 cooldown) 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Con dps ---------- Acc +5 (+3 eff.) Melee Ret 2 blight ----- def ----- Armour +2 Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  elm totem of healing 'Singeumbra' [power 116]  (15 cooldown) 2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Str +1 Wil +1 Cun dps ---------- Dmg.mod +9% fire ---------- misc See.Invis +6 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to heal for 35. Natural totems are made by powerful wilders to store nature power. | 
|  innervating elm totem of healing [power 116]  (15 cooldown) 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
| Item Vault (Portable)Item Vault (Portable) 0.0 vault [Plot Item] Unknown Access item vault. Uses 1 power out of 1/1 A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? | 
|  amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  Windstalker the elm wand of clairvoyance [power 9]  (15 cooldown) 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Melee Ret 6 nature 2 darkness ----- def ----- Resists +3% light +6% nature Reveal the area around you, dispelling darkness (radius 9, power 59 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  3 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  5 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By StoneFire Adherent the Yeek Bloodriver Adherent level 10
7th Mirth 122nd year of Ascendancy at 10:53 see stats
Log
Resting starts...
Rested for 1 turns (stop reason: taken damage).
StoneFire Adherent absorbs damage to mana!
Bleeding from StoneFire Adherent hits StoneFire Adherent for 5 physical damage.
StoneFire Adherent hits StoneFire Adherent for 5 to mana damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Talent Command Staff is ready to use.
StoneFire Adherent absorbs damage to mana!
Bleeding from StoneFire Adherent hits StoneFire Adherent for 5 physical damage.
StoneFire Adherent hits StoneFire Adherent for 5 to mana damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
StoneFire Adherent absorbs damage to mana!
Bleeding from StoneFire Adherent hits StoneFire Adherent for 5 physical damage.
StoneFire Adherent hits StoneFire Adherent for 5 to mana damage.
Resting starts...
StoneFire Adherent stops bleeding.
Talent Ward is ready to use.
Talent Bloodletting is ready to use.
Rested for 23 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 2 turns (stop reason: at exit).



























