











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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. Alternate Zones Option 1.7.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. 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:
 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. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.6Donators/Buyers bonus! Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. 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: 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Bulwark | 
| Level / Exp | 20 / 29% | 
| Size | medium | 
| Lifes / Deaths | Killed by Xerotira the gloomy giant venus flytrap at level 11 on the 6th Haze 122nd year of Ascendancy at 01:40 4 / 1 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 60 (base 48) | 
| Dexterity | 32 (base 18) | 
| Constitution | 56 (base 30) | 
| Magic | 10 (base 10) | 
| Willpower | 31 (base 13) | 
| Cunning | 16 (base 10) | 
Resources
| Life | 856/856 | 
| Stamina | 176/176 | 
| Healing Factor | 1.6800460901468 | 
| Regeneration | 6.1616479582738 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
Offense: Mainhand
| Damage | 74 | 
| Accuracy | 62 | 
| Crit Chance | 6% | 
| APR | 12 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 12.5 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 29 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +24% | 
| Light | +6% | 
| Nature | +24% | 
| Physical | +6% | 
| Mind | +24% | 
| All | 0% | 
Offense: Damage Penetration
| Mind | +15% | 
Defense: Base
| Armour (hardiness) | 71.870347468789 (60%) | 
| Defense | 44 | 
| Ranged Defense | 44 | 
| Fatigue | 23 | 
| Physical Save | 53 | 
| Spell Save | 53 | 
| Mental Save | 24 | 
Defense: Resistances
| Blight | + 31%( 70%) | 
| Arcane | + 31%( 70%) | 
| Cold | + 66%( 70%) | 
| All | + 24%( 70%) | 
| Lightning | + 24%( 70%) | 
| Physical | + 24%( 70%) | 
| Darkness | + 41%( 70%) | 
| Fire | + 28%( 70%) | 
| Nature | + 69%( 70%) | 
Defense: Immunities
| Stun Resistance | 50% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 50% | 
| Disarm Resistance | 26% | 
| Poison Resistance | 44% | 
| Blind Resistance | 30% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 525 life over 5 turns. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 420 life over 5 turns. Its effects scale with your Magic stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -596 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 596 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat.  | 
Class Talents
| Technique / Combat veteran | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Technique / Shield offense | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat techniques | 1.30 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Shield defense | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
Generic Talents
| Wild-gift / Antimagic | 1.00 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.30 | 
  | 2/5 | 
  | 4/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 4/5 | 
  | 5/5 | 
  | 0/5 | 
  | 3/5 | 
  | 3/5 | 
  | 0/5 | 
Effects
| talent | Shield Wall | 
| talent | Daunting Presence | 
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe 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 | 
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently.  | active | 
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5.  | done | 
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Strength by +5.  | 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 treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | active | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed.  | done | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population.  | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * '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.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...'  | active | 
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The 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 within2 lumberjacks have died.  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  dreamer's pair of dwarven-steel boots of evasion (6 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +3% Phys.save +8 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+4 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Quiver |  quiver of elm arrows 'Shadowtreason' (17/17, 14-19 power, 5 apr)3.0 T1 arrow ammo [Rare] Nature Power 13.5 - 18.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 17 Proj.spd +200% Ranged+ +4 cold +12 darkness On Hit.r1 +8 darkness +12 mind On Hit: * 20% chance to reduce damage dealt by 17% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 148 physical damage Arrows are used with bows to pierce your foes to death.  | 
| Light source |  Xerybeth the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +1 Con ----- def ----- Armour +2 Defense +25 (+8 eff.) Resists +12% cold Phys.save +6 (+2 eff.) Heal.mod +22% Blind- +10% ---------- misc Stam/turn +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
| On head |  hardened leather cap 'Gloruna' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue +3% Resists +3% darkness +6% cold Poison- +20% ---------- misc Max.mana +80.00 A cap made of leather.  | 
| On hands |  steady dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +17 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +26% 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.  | 
| Tool |  Emerinne the iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Wil +3 Cun +3 Con dps ---------- Dmg.mod +9% acid ----- def ----- Max.HP +21.00 ---------- misc Max.stam +17.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  Kindleraptor0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% light Acc +20 (+5 eff.) ----- def ----- Resists +5% arcane +1% physical Phys.save +6 (+2 eff.) Die.at -20.00 life ---------- misc Light +3 Rings make your fingers look great!  | 
| On fingers |  gladiator's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 98% 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!  | 
| Around neck |  cleansing steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Con ----- def ----- Resists +10% nature +10% blight Poison- +24% Disease- +20% Amulets make your neck look great!  | 
| In main hand |  dwarven-steel waraxe 'Isyrerin' (20-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +5 darkness +12 arcane Against +10% Living While equipped: Stats +1 Str +10 Wil +7 Con dps ---------- Dmg.mod +6% physical Acc +11 (+3 eff.) ----- def ----- Max.HP +43.00 ---------- misc Max.hate +6.00 One-handed war axes.  | 
| Around waist |  Zubigakira the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind Res.pen +15% mind ----- def ----- Resists +6% fire +6% cold Die.at -20.00 life Max.HP +40.00 Heal.mod +5% Blind- +20% A belt that goes around your waist.  | 
| In off hand |  Wrathroot's Barkwood (9 def, 10 armour, 26-36 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 26.0 - 36.4 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield.  | 
| Cloak |  linen cloak 'Growwar' (1 def, 10 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Armour +10 Defense +1 (+0 eff.) Resists +5% arcane +12% cold Max.HP +80.00 Heal.mod +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal.  | 
Inventory
 Hanileg the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +2 Con +2 Mag dps ---------- Apr +1 ----- def ----- Armour +4 Resists +1% physical Spell.save +4 (+1 eff.) Mind.save +13 (+7 eff.) Die.at -20.00 life Confus- +45% Rings make your fingers look great!  | 
 Elenuregothad the iron mace (12-17 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Psionic Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +5 darkness Against +6% Living While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Apr +4 ----- def ----- Defense +30 (+10 eff.) Phys.save +6 (+2 eff.) Blunt and deadly.  | 
 Eclipserend the iron shield (0 def, 2 armour, 8-10 power, 17.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 On Hit.r1 +11 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 4 darkness 4 fire On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +2 Fatigue +8% Resists +3% fire ---------- misc Talents +1 Block Handheld deflection devices.  | 
 Salyldanor (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% blight Phasing +30% ----- def ----- Armour +7 Fatigue +22% Resists +6% mind Mind.save +11 (+6 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +60.00 Max.vim +10.00 A suit of armour made of metal plates.  | 
 linen cloak 'Glowwyrd' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Wil dps ---------- Phys.crit +2.0% Phys.pwr +2 (+0 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Mind.save +9 (+5 eff.) ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Xerema the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +2% ----- def ----- Armour +3 Phys.save +8 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +8 (+4 eff.) ---------- misc Equi/ret +0.20 Light +3 See.Invis +9 A pair of boots made of leather.  | 
 Deepstyphoon (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +3 Fatigue +2% Resists +5% arcane +3% temporal Phys.save +6 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +7 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 pair of iron boots 'Bethama' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +2 Cun +2 Con dps ---------- Phys.crit +1.0% ----- def ----- Armour +3 Fatigue +2% Phys.save +23 (+8 eff.) Mind.save +10 (+5 eff.) Die.at -40.00 life ---------- misc Stam/turn +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Acc +8 (+2 eff.) Apr +5 ----- def ----- Armour +2 Resists +6% blight Spell.save +8 (+3 eff.) 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.  | 
 Bindur the rough leather cap (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Res.pen +20% acid ----- def ----- Armour +3 Fatigue +1% Resists +6% temporal +3% cold +1% physical Pinning- +10% A cap made of leather.  | 
 11 agate0.0 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.  | 
 7 spinel0.0 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.  | 
 10 ametrine0.0 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.  | 
 8 citrine0.0 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.  | 
 3 zircon0.0 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.  | 
 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 360 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 Ce'Nalle2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.pwr +5 (+1 eff.) Apr +2 ----- def ----- Resists +6% light +3% physical Phys.save +6 (+2 eff.) Max.HP +40.00 Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
 brass lantern2.0 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.  | 
 Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
Achievements
			Antimagic! (Insane (Adventure) difficulty)
			Completed antimagic training in the Ziguranth camp.By Ajax the Cornac Bulwark level 13
18th Haze 122nd year of Ascendancy at 00:28 see stats
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Ajax the Cornac Bulwark level 11
1st Haze 122nd year of Ascendancy at 15:01 see stats
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Ajax the Cornac Bulwark level 10
5th Mirth 122nd year of Ascendancy at 06:03 see stats
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Ajax the Cornac Bulwark level 20
59th Haze 122nd year of Ascendancy at 06:42 see stats
			That was close (Insane (Adventure) difficulty)
			Killed your target while having only 1 life left.By Ajax the Cornac Bulwark level 11
6th Haze 122nd year of Ascendancy at 01:40 see stats
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Ajax the Cornac Bulwark level 7
3rd Mirth 122nd year of Ascendancy at 00:44 see stats
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By Ajax the Cornac Bulwark level 10
25th Dusk 122nd year of Ascendancy at 10:14 see stats
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Ajax the Cornac Bulwark level 17
30th Haze 122nd year of Ascendancy at 12:02 see stats
Log
Today is the 80th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
Today is the 1st Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:28.
Today is the 2nd Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:43.
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
Today is the 3rd Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:10.
You don't see how to get there...
You don't see how to get there...
You don't see how to get there...
Today is the 4th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:25.
Today is the 5th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:51.
Today is the 6th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:06.
You don't see how to get there...
You don't see how to get there...
Today is the 7th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:33.
Today is the 8th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:48.
Today is the 9th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:15.
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
Today is the 10th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:30.
Today is the 1st Wintertide of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:45.





































































