








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | 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:
 Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Roguelike | 
| Sex | Female | 
| Race | Dwarf | 
| Class | Anorithil | 
| Level / Exp | 21 / 95% | 
| Size | medium | 
| Lifes / Deaths | Killed by Voruvena the gigantic gravity worm at level 21 on the 1st Shortage 122nd year of Ascendancy at 08:37/ 1 | 
Primary Stats
| Strength | 16 (base 10) | 
| Dexterity | 8 (base 10) | 
| Constitution | 57 (base 39) | 
| Magic | 58 (base 50) | 
| Willpower | 13 (base 10) | 
| Cunning | 13 (base 13) | 
Resources
| Life | -164/766 | 
| Positive | 64/110 | 
| Negative | 44/110 | 
| Healing Factor | 1.6051118176839 | 
| Regeneration | 13.723706041197 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +15% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| See Invisible | 1.7763568394003E-15 | 
Offense: Mainhand
| Damage | 27 | 
| Accuracy | 11 | 
| Crit Chance | 10% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 52 | 
| Crit Chance | 22% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 14 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +9% | 
| Arcane | +10% | 
| Cold | +10% | 
| All | 0% | 
| Darkness | +25% | 
| Light | +11% | 
| Physical | +3% | 
| Mind | +6% | 
| Nature | +5% | 
Offense: Damage Penetration
| Arcane | +10% | 
| Mind | +5% | 
| Cold | +8% | 
Defense: Base
| Armour (hardiness) | 9 (30%) | 
| Defense | 20 | 
| Ranged Defense | 20 | 
| Fatigue | 0 | 
| Physical Save | 34 | 
| Spell Save | 38 | 
| Mental Save | 28 | 
Defense: Resistances
| Acid | + 30%( 70%) | 
| Blight | + 35%( 70%) | 
| Arcane | + 24%( 70%) | 
| Cold | + 28%( 70%) | 
| All | + 15%( 70%) | 
| Physical | + 16%( 70%) | 
| Lightning | + 28%( 70%) | 
| Light | + 34%( 70%) | 
| Temporal | + 20%( 70%) | 
| Mind | + 18%( 70%) | 
| Darkness | + 23%( 70%) | 
| Fire | + 23%( 70%) | 
| Nature | + 30%( 70%) | 
Defense: Immunities
| Stun Resistance | 46% | 
| Teleport Resistance | 20% | 
| Confusion Resistance | 47% | 
| Instadeath Resistance | 100% | 
| Silence Resistance | 43% | 
| Poison Resistance | 20% | 
| Knockback Resistance | 10% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0Rune: Reflection Shield Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 390 damage for 5 turns. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 440% 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. | 
| 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: 11 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 and physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. | 
Class Talents
| Celestial / Eclipse | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Circles | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Celestial / Sunlight | 1.30 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Celestial / Star fury | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Celestial / Twilight | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Celestial / Hymns | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Celestial / Light | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Celestial / Chants | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| beneficial effect | The target is surrounded by a magical shield, absorbing 235/235 damage  before it crumbles.Damage Shield | 
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 lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul.Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) As a reward you improved Magic by +5. | done | 
| Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.From bellow, it devours Maybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. | active | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 | 
| You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.Reknor is lost! When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | 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 Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' 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 warg claw. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active | 
| 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 12 lumberjacks have died. | done | 
Equipment
| On feet |  pair of rough leather boots 'Bregodunarion' (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +4 Con Changes damage: +3% physical Reduces incoming crit damage: 10.00% Spell save: +3 (+2 eff.) Silence immunity: +23% Confusion immunity: +22% Stun/Freeze immunity: +24% Only die when reaching: -60.00 life Maximum life: +60.00 A pair of boots made of leather. | 
| Light source |  Xithra the Kindlepiety Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% temporal Changes resistances penetration: +5% mind Reduces incoming crit damage: 10.00% Knockback immunity: +10% Life regen: +4.00 Maximum life: +40.00 Light radius: +6 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 |  Runeharahell the linen wizard hat (1 def, 8 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +16% light Changes damage: +11% light / +3% acid Only die when reaching: -20.00 life A pointy cloth hat, very wizardly... | 
| Tool |  Wretchransom the iron pickaxe (dig speed 37 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +14% nature Changes damage: +5% nature Reduces incoming crit damage: 15.00% Disease immunity: +10% Silence immunity: +10% Teleport immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  Falozor Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% lightning / +3% fire Spell save: +6 (+3 eff.) Stun/Freeze immunity: +22% Life regen: +2.00 Psi when hit: +0.04 Rings make your fingers look great! | 
| On fingers |  copper ring 'Willowcast' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% nature / +6% fire Changes damage: +6% mind Mental save: +5 (+3 eff.) Confusion immunity: +25% Equilibrium when hit: +0.16 Maximum hate: +8.00 Rings make your fingers look great! | 
| Around waist |  spiritwalker's hardened leather belt of unlife Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +8% blight Mana each turn: +0.27 Maximum mana: +29.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
| In main hand |  Aerydevon the elven-wood magestaff (129% power, 5 apr, darkness element) Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +10 Con Changes resistances: +6% acid / +5% arcane / +9% darkness / +3% lightning Changes damage: +25% darkness / +6% acid Talent granted: +1 Command Staff Critical mult.: +15.00% Life regen: +2.30 Spellpower: +27 (+8 eff.) Spell crit. chance: +14% Healing mod.: +29% Staves designed for wielders of magic, by the greats of the art. | 
| Main armor |  Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. | 
| Cloak |  Nerylaith (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +9% blight / +6% light / +3% mind / +5% arcane Changes resistances penetration: +10% arcane Changes damage: +10% arcane Critical mult.: +17.00% Poison immunity: +20% Only die when reaching: -60.00 life Maximum mana: +22.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Voranor Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +7 (+7 eff.) Defense: +5 (+3 eff.) Changes stats: +7 Lck Changes resistances: +12% acid / +1% physical / +6% blight / +3% lightning Silence immunity: +10% Reduce all damage from unseen attackers: 10% Amulets make your neck look great! | 
Inventory
|  This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 184; 16 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 184 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Tundralore the steel amulet Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% temporal / +12% light / +12% darkness Changes resistances penetration: +5% blight / +10% cold Changes damage: +9% cold Blindness immunity: +20% Pinning immunity: +23% Knockback immunity: +23% Amulets make your neck look great! | 
|  insulating copper amulet of dexterity (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +11% fire / +11% cold Amulets make your neck look great! | 
|  steel amulet 'Bethomira' Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +6 Dex / +2 Mag / +3 Wil / +4 Cun / +4 Con Changes resistances: +6% mind Changes damage: +6% mind Life regen: +2.00 Stamina each turn: +0.70 Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +21.00 Movement speed: +10% Amulets make your neck look great! | 
|  Beedil the Woequarry Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 8% Changes damage: +12% mind Critical mult.: +5.00% Stun/Freeze immunity: +23% Life regen: +2.00 Maximum psi: +10.00 Rings make your fingers look great! | 
|  Gloroldanor the steel ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +20 (+10 eff.) Changes resistances: +24% acid / +12% mind / +3% light Changes damage: +12% acid Physical save: +6 (+3 eff.) Cut immunity: +20% Rings make your fingers look great! | 
|  Mayonor the copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Changes stats: +3 Str Physical save: +3 (+1 eff.) Stamina each turn: +3.00 Rings make your fingers look great! | 
|  This item will automatically be transmogrified when you leave the level. steel greatmaul (131% power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 131% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Massive two-handed mauls. | 
|  This item will automatically be transmogrified when you leave the level. Aramitta Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Accuracy: +9 (+8 eff.) Physical crit. chance: +3.0% Changes stats: +4 Dex / +4 Mag Changes resistances: +6% temporal Reduces incoming crit damage: 15.00% Teleport immunity: +20% Light radius: +3 Slings are used to hurl stones or metal shots at your foes. | 
|  Balyyachak the yew vilestaff (129% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+7 eff.) Physical crit. chance: +6.0% Physical power: +5 (+4 eff.) Defense: +7 (+4 eff.) Changes stats: +2 Wil Changes damage: +25% darkness Talent granted: +1 Command Staff Equilibrium when hit: +0.20 Spellpower: +18 (+6 eff.) Spell crit. chance: +6% Mindpower: +10 (+8 eff.) Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 86.62 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. | 
|  Islurin the Loamthorn (111% power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+6 eff.) Physical crit. chance: +6.0% Physical power: +8 (+6 eff.) Effects on melee hit: * 20% chance to slow global speed by 34% Changes resistances: +8% darkness Changes resistances penetration: +5% light / +5% nature Changes damage: +15% darkness Talent granted: +1 Command Staff Mana each turn: +0.15 Maximum mana: +34.00 Spellpower: +11 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. | 
|  ash vilestaff 'Aeryrehir' (111% power, 3 apr, fire element) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+4 eff.) Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Spell save: +3 (+2 eff.) Mana each turn: +0.12 Spellpower: +6 (+2 eff.) Spell crit. chance: +9% Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 86.62 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. | 
|  This item will automatically be transmogrified when you leave the level. yew magestaff 'Hazebolt' (120% power, 4 apr, cold element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +10 (+5 eff.) Changes resistances: +9% nature / +3% lightning Changes resistances penetration: +15% cold Changes damage: +20% cold Talent granted: +1 Command Staff Disarm immunity: +20% Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +4 Healing mod.: +20% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 86.62 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. | 
|  Smoldercrack the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+5 eff.) Damage when hit (Melee): 4 fire Changes resistances: +3% darkness / +6% fire Changes resistances penetration: +5% fire / +20% darkness / +25% light Changes damage: +9% darkness Spell save: +7 (+3 eff.) Size category: +1 A belt that goes around your waist. | 
|  Balylathablek (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes resistances penetration: +10% acid Changes damage: +9% acid Physical save: +5 (+2 eff.) Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Bechak the Dourswift (8 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +12% acid / +6% nature / +3% darkness Changes resistances penetration: +10% acid Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Fulygas (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +2 Wil / +4 Con Changes resistances: +5% arcane / +6% mind Teleport immunity: +10% Life regen: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  cashmere cloak 'Rootstone' (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 2 nature / 10 darkness Changes stats: +2 Str / +1 Dex / +2 Wil / +3 Con Changes resistances penetration: +15% nature Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  cashmere cloak 'Tarrantir' (25 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +25 (+13 eff.) Changes stats: +5 Con Changes resistances: +9% cold Physical save: +12 (+6 eff.) Spell save: +12 (+5 eff.) Mental save: +20 (+10 eff.) Disease immunity: +10% Knockback immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  enveloping linen cloak of sorcery (7 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +3 Mag / +3 Wil Physical save: +6 (+3 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  woollen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +5% blight / +9% all Life regen: +2.50 Maximum life: +49.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Eremoneg the pair of rough leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes stats: +3 Dex / +4 Mag / +4 Con Infravision radius: +1 See invisible: +6 A pair of boots made of leather. | 
|  This item will automatically be transmogrified when you leave the level. Layabrebeth (0 def, 13 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +13 Changes stats: +2 Cun / +3 Con Changes damage: +6% mind Critical mult.: +20.00% Physical save: +14 (+6 eff.) Mental save: +16 (+8 eff.) Maximum hate: +6.00 A pair of boots made of leather. | 
|  Toyon (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% fire / +5% cold Changes resistances penetration: +20% acid Changes damage: +3% mind Critical mult.: +5.00% Mental save: +3 (+2 eff.) See invisible: +3 A pair of boots made of leather. | 
|  restful iron gauntlets of war-making (0 def, 1 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Armour: +1 Fatigue: +1% Critical mult.: +6.00% Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +10.00 Spell crit. chance: +5% Mental crit. chance: +5% 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. | 
|  Offalobsidian (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +4 Wil / +1 Con Changes resistances: +3% light / +12% nature Changes damage: +12% arcane / +3% nature Physical save: +8 (+4 eff.) Life regen: +1.90 Light radius: +2 Damage Shield Power: +8% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... | 
|  insulating linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% fire / +6% cold A pointy cloth hat, very wizardly... | 
|  linen wizard hat of light (+16%) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% light Changes damage: +11% light A pointy cloth hat, very wizardly... | 
|  7 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  162 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  iron pickaxe (dig speed 37 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  6 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Porosenne the brass lantern Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 temporal Changes stats: +7 Wil Changes damage: +6% mind Spell save: +3 (+2 eff.) Spellpower: +10 (+3 eff.) Spell crit. chance: +2% Light radius: +6 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 lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  brass lantern 'Eremozor' Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes resistances: +3% physical Changes damage: +3% blight Only die when reaching: -20.00 life Light radius: +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. | 
|  Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+5 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 4 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. | 
|  Crystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  iron torque of clear mind [power 1]  (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. | 
|  iron torque of mindblast 'Obsidianwolf' [power 110]  (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +5 (+5 eff.) Defense: +5 (+3 eff.) Changes stats: +3 Str / +2 Dex Changes resistances penetration: +5% darkness Changes damage: +3% darkness Stamina each turn: +2.00 It can be used to blast the opponent's mind dealing 117 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. | 
|  Eilinuma the Blackwisp [power 122]  (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +15% blight Changes damage: +3% blight Maximum vim: +10.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +3% It can be used to sting an enemy dealing 128 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. | 
|  amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  7 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By anotherthil the Dwarf Anorithil level 17
29th Dearth 122nd year of Ascendancy at 08:19 see stats
 Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By anotherthil the Dwarf Anorithil level 10
1st Profit 122nd year of Ascendancy at 20:28 see stats
 Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By anotherthil the Dwarf Anorithil level 20
9th Loss 122nd year of Ascendancy at 16:15 see stats
 Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By anotherthil the Dwarf Anorithil level 18
45th Dearth 122nd year of Ascendancy at 18:09 see stats
 Squadmate (Insane (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate (Insane (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By anotherthil the Dwarf Anorithil level 6
19th Voratun 122nd year of Ascendancy at 14:41 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By anotherthil the Dwarf Anorithil level 10
3rd Profit 122nd year of Ascendancy at 01:43 see stats
 The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By anotherthil the Dwarf Anorithil level 10
4th Profit 122nd year of Ascendancy at 15:20 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By anotherthil the Dwarf Anorithil level 16
23rd Wealth 122nd year of Ascendancy at 03:40 see stats
Log
Neroganne the yellow ooze's Beyond the Flesh hits anotherthil for (149 absorbed), 0 physical, (9 absorbed), 12 physical (12 total damage).
Anotherthil casts Sun Flare.
Isavea the black ooze resists the blinding light!
Voruvena the gigantic gravity worm resists the blinding light!
3-headed hydra resists the blinding light!
Neroganne the yellow ooze resists the blinding light!
Anotherthil's spell attains critical power!
Isavea the black ooze converts some damage to Psi!
Isavea the black ooze hits anotherthil for 63 mind damage.
anotherthil hits Neroganne the yellow ooze for (63 to psi shield), 156 light (156 total damage).
anotherthil hits Voruvena the gigantic gravity worm for 389 light damage.
anotherthil hits Isavea the black ooze for 117 to psi, 347 light (464 total damage).
anotherthil hits 3-headed hydra for 393 light damage.
anotherthil killed Isavea the black ooze!
anotherthil killed 3-headed hydra!
Neroganne the yellow ooze performs a melee critical strike against anotherthil!
Melee retaliation hits Neroganne the yellow ooze for (4 to psi shield), 2 darkness, (6 to psi shield), 3 cold, (10 to psi shield), 5 light (11 total damage).
Neroganne the yellow ooze hits anotherthil for 125 physical, 12 acid, 10 nature, 22 physical (169 total damage).
Anotherthil is free from the mental invasion.
Neroganne the yellow ooze's Beyond the Flesh performs a melee critical strike against anotherthil!
Neroganne the yellow ooze deactivates Forcefield.
Anotherthil instinctively hardens her skin and ignores the attack!
anotherthil repels an attack from Neroganne the yellow ooze.
Voruvena the gigantic gravity worm is not stunned anymore.
Voruvena the gigantic gravity worm uses Shattering Shout.
Neroganne the yellow ooze's Beyond the Flesh hits anotherthil for 127 physical, 22 physical (149 total damage).
Voruvena the gigantic gravity worm hits anotherthil for 240 physical damage.
Melee retaliation hits Neroganne the yellow ooze for (4 to psi shield), 2 darkness, (6 to psi shield), 3 cold, (10 to psi shield), 5 light (11 total damage).
anotherthil the level 21 dwarf anorithil was battered to death by Voruvena the gigantic gravity worm on level 2 of Sandworm lair.
A shield forms around anotherthil.















































