
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:
 Possessor Bonus Class 1.7.4Donators/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:
 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Yeek | 
| Class | Arcane Blade | 
| Level / Exp | 22 / 34% | 
| Size | small | 
| Lifes / Deaths | Killed by Nerann the giant black ant at level 22 on the 67th Dusk 122nd year of Ascendancy at 18:50/ 2 Killed by Nerann the giant black ant at level 22 on the 67th Dusk 122nd year of Ascendancy at 20:53 | 
Primary Stats
| Strength | 39 (base 23) | 
| Dexterity | 31 (base 14) | 
| Constitution | 17 (base 10) | 
| Magic | 79 (base 51) | 
| Willpower | 19 (base 10) | 
| Cunning | 54 (base 27) | 
Resources
| Life | -123/465 | 
| Mana | 178/383 | 
| Stamina | 166/186 | 
| Healing Factor | 1.062941519274 | 
| Regeneration | 2.3916184183664 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +10% | 
| Spell | 0% | 
| Global | +107.19994720145% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| Infravision | 5 | 
| See Stealth | 34.753403342673 | 
| See Invisible | 34.753403342673 | 
Offense: Mainhand
| Damage | 38 | 
| Accuracy | 43 | 
| Crit Chance | 23% | 
| APR | 13 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 62 | 
| Crit Chance | 22% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 27 | 
| Crit Chance | 14% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +25% | 
| Acid | +14% | 
| Nature | +6% | 
| Temporal | +39% | 
| Cold | +24% | 
| Physical | +31% | 
| Fire | +13% | 
| All | 0% | 
Offense: Damage Penetration
| Lightning | +20% | 
| Temporal | +9% | 
| Blight | +15% | 
| Physical | +10% | 
| Mind | +10% | 
| Cold | +5% | 
Defense: Base
| Armour (hardiness) | 12 (35.65183292883%) | 
| Defense | 27 | 
| Ranged Defense | 27 | 
| Fatigue | 0 | 
| Physical Save | 19 | 
| Spell Save | 34 | 
| Mental Save | 28 | 
Defense: Resistances
| Acid | + 30%( 70%) | 
| Physical | + 25%( 70%) | 
| Cold | + 33%( 70%) | 
| All | + 11%( 70%) | 
| Darkness | + 23%( 70%) | 
| Temporal | + 39%( 70%) | 
| Lightning | + 20%( 70%) | 
| Fire | + 23%( 70%) | 
| Nature | + 19%( 70%) | 
Defense: Immunities
| Disarm Resistance | 0% | 
| Bleed Resistance | 20% | 
| Confusion Resistance | 55% | 
| Stun Resistance | 71% | 
| Silence Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 0% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use 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 470 life over 5 turns. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 294 damage for 4 turns. Its effects scale with your Constitution 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 (14 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. | 
| 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 44 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 Willpower stat. | 
| Runes | Effective talent level: 1.0Rune: Mirror Image Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. | 
Class Talents
| Technique / Magical combat | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| Spell / Earth | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Fire | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Enhancement | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Cunning / Dirty fighting | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat techniques | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Air | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Aegis | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Conveyance | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| Race / Yeek | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
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 | 
| You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul.Escort: lost warrior (level 1 of Ruins of Kor'Pul) As a reward you improved Constitution by +5. | done | 
| You failed to protect the worried loremaster from death by ritch flamespitter.Escort: worried loremaster (level 2 of Trollmire) | failed | 
| You have been tasked to remove at least one of the threats to the yeeks.Following The Way Protect the Way, and vanquish your foes. * You must explore the underwater lair of Murgol. * You have explored the ritch tunnels and vanquished their queen. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it?Hunt for the legendary Plumpkin! You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active | 
| You must find a way to Maj'Eyal through the tunnel to the north of the island.Light at the end of the tunnel | done | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 7 lumberjacks have died. | done | 
Equipment
| On feet |  pair of rough leather boots 'Unrurim' (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes stats: +3 Con / +3 Wil Changes resistances penetration: +10% mind Spell save: +6 (+3 eff.) Stamina each turn: +0.20 Only die when reaching: -80.00 life Maximum life: +32.00 Movement speed: +10% A pair of boots made of leather. | 
| Light source |  brass lantern 'Ivubeth' Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +10 Damage when hit (Melee): 2 blight Changes stats: +2 Con Maximum life: +40.00 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. | 
| On head |  Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 9 power out of 30/30) : Effective talent level: 1.0 Power cost: 9 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 34.02 to 102.05 lightning damage (68.04 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. | 
| Tool |  Hathethel the iron pickaxe (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Changes stats: +3 Str Changes resistances: +1% physical Spell save: +3 (+2 eff.) Cut immunity: +20% Stun/Freeze immunity: +20% Infravision radius: +3 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 4.0 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  Firegrit Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Damage when hit (Melee): 6 fire Changes stats: +2 Str / +1 Con Changes damage: +6% physical Stun/Freeze immunity: +21% Life regen: +2.00 Rings make your fingers look great! | 
| On fingers |  gold quartz ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +4 Mag Stun/Freeze immunity: +30% Spellpower: +8 (+2 eff.) Rings make your fingers look great! | 
| Around waist |  rough leather belt 'Sparkwalker' Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9% acid Changes resistances penetration: +15% blight / +20% lightning Spell save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Mana each turn: +0.04 Maximum mana: +60.00 Spellpower: +3 (+1 eff.) A belt that goes around your waist. | 
| In main hand |  Mihek the ash magestaff (111% power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Damage (Melee): 15 arcane Changes stats: +2 Mag / +1 Con Changes damage: +15% lightning Talent granted: +1 Command Staff Critical mult.: +10.00% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +32.00 Spellpower: +28 (+7 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. | 
| On hands |  Snowbrawn (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Dex Changes resistances penetration: +5% cold Changes damage: +6% temporal Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Main armor |  Mayalranne the Mucusgash (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Cun / +6 Mag Changes resistances: +12% acid / +19% temporal / +15% physical / +14% fire / +15% cold / +9% nature / +11% all Changes resistances penetration: +9% temporal / +10% physical Changes damage: +14% acid / +25% physical / +13% fire / +14% cold / +6% nature / +33% temporal Talent cooldown: Refit Golem (-4 turns) Light radius: +3 Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak |  murderer's linen cloak of the voidstalker (1 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +13% darkness / +12% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  copper amulet of manastreaming Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Amulets make your neck look great! | 
Inventory
|  healing infusion of the wizard (heal 204; cd 12) 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 204 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. 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. | 
|  copper amulet of magic (+2) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Amulets make your neck look great! | 
|  Xirin the copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning / +5% arcane / +12% acid Changes damage: +11% lightning Physical save: +3 (+2 eff.) Disarm immunity: +10% Confusion immunity: +10% Rings make your fingers look great! | 
|  conjurer's copper ring of tenacity Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Mag / +5 Wil Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +22.00 Spellpower: +6 (+1 eff.) Rings make your fingers look great! | 
|  marksman's steel ring of corrosion (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! | 
|  Stormfront (136% power, 15 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 137% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. | 
|  enhanced iron dagger (101% power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Sharp, short and deadly. | 
|  balanced iron greatmaul (118% power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 118% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+5 eff.) Disarm immunity: +29% Massive two-handed mauls. | 
|  Vorotira (118% power, 1 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 119% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +5.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Physical crit. chance: +1.0% Changes resistances penetration: +5% physical Massive two-handed swords. | 
|  iron greatsword (110% power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 110% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. | 
|  This item will automatically be transmogrified when you leave the level. Galuyadir Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (Ranged): +11 acid When wielded/worn: Accuracy: +20 (+7 eff.) Physical crit. chance: +17.0% Changes stats: +4 Cun / +1 Wil Changes damage: +17% acid Mental save: +6 (+3 eff.) Psi when hit: +0.08 Longbows are used to shoot arrows at your foes. | 
|  This item will automatically be transmogrified when you leave the level. acidic dwarven-steel longsword of paradox (124% power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 124% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 172 damage over 5 turns and reducing armor and accuracy by 22 Damage (Melee): +9 temporal When wielded/worn: Changes resistances: +10% temporal Sharp, long, and deadly. | 
|  This item will automatically be transmogrified when you leave the level. ranger's hardened leather sling Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When wielded/worn: Changes stats: +2 Dex Slings are used to hurl stones or metal shots at your foes. | 
|  Ravenwrack (117% power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight Changes resistances penetration: +5% darkness Changes damage: +6% darkness / +18% lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +9 Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +13 (+3 eff.) Spell crit. chance: +2% It can be used to conjure elemental energy in a radius 4 cone, dealing 39.66 to 47.59 lightning damage Activation puts all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  infernal ash magestaff of channeling (111% power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 17 fire Changes damage: +15% lightning Talent granted: +1 Command Staff Critical mult.: +18.00% Mana each turn: +0.15 Spellpower: +21 (+5 eff.) Spell crit. chance: +2% See invisible: +8 It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 18 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. infernal elm starstaff of might (100% power, 2 apr, physical element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 16 fire Changes damage: +10% physical Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower: +7 (+2 eff.) Spell crit. chance: +6% See invisible: +7 Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. lifebinding yew vilestaff of illumination (120% power, 4 apr, blight 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: Defense: +11 (+6 eff.) Changes stats: +5 Con Changes damage: +20% blight Talent granted: +1 Command Staff Life regen: +0.80 Spellpower: +14 (+3 eff.) Spell crit. chance: +3% Light radius: +2 Healing mod.: +12% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 118.78 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. truestriking steel waraxe of evisceration (105% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +6 Physical crit. chance: +7.0% Physical power: +6 (+2 eff.) Changes resistances penetration: +7% physical One-handed war axes. | 
|  Hanuyasus the Frozenbrand Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +1 Con Changes damage: +9% cold Maximum encumbrance: +21 Spellpower on spell critical (stacks up to 3 times): +6 Damage Shield penetration: +10% A belt that goes around your waist. | 
|  noble's rough leather belt of unlife Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +6% blight Damage against: +17% Summoned Reduced damage from: +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
|  noble's rough leather belt of valiance Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage against: +16% Summoned Reduced damage from: +16% Summoned Mental save: +5 (+3 eff.) Maximum life: +42.00 A belt that goes around your waist. | 
|  rough leather belt 'Heatgore' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 44% * 20 arcane resource burn Changes resistances: +6% fire / +5% cold A belt that goes around your waist. | 
|  Velamira the linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +2 Con Maximum life: +32.00 Light radius: +3 Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  This item will automatically be transmogrified when you leave the level. Dusk's kiss (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +20 (+6 eff.) Changes resistances: +9% darkness / +27% nature / +11% all Changes resistances penetration: +10% physical Changes damage: +18% nature Critical mult.: +10.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  linen robe of corrosion (+18%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +18% acid / +7% all Changes damage: +12% acid 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: +9% blight / +9% all Life regen: +1.50 Maximum life: +49.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Lisygatira the Flamestun (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Damage when hit (Melee): 8 fire Changes resistances: +3% acid / +3% temporal Cut immunity: +10% Infravision radius: +2 A pair of boots made of leather. | 
|  This item will automatically be transmogrified when you leave the level. pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Stamina each turn: +0.80 Maximum stamina: +12.00 A pair of boots made of leather. | 
|  pair of rough leather boots 'Shimmerbringer' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Damage when hit (Melee): 2 lightning Changes resistances: +15% lightning Changes resistances penetration: +5% lightning Changes damage: +3% lightning / +3% nature Maximum encumbrance: +20 Physical save: +6 (+3 eff.) A pair of boots made of leather. | 
|  grounding 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: +5% lightning / +5% temporal A pointy cloth hat, very wizardly... | 
|  rough leather cap 'Dagebers' (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to slow global speed by 44% Changes stats: +3 Cun / +3 Wil Changes resistances: +6% blight / +6% darkness / +5% arcane Mindpower: +3 (+1 eff.) A cap made of leather. | 
|  rough leather cap 'Nerakira' (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal / +5% arcane / +3% darkness Spell save: +3 (+2 eff.) Maximum life: +40.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cap made of leather. | 
|  This item will automatically be transmogrified when you leave the level. radiant dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes stats: +3 Wil Changes resistances: +13% blight / +13% darkness Light radius: +1 A suit of armour made of mail. | 
|  Behemoth Hide (4 def, 6 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... | 
|  rough leather armour (3 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% A suit of armour made of leather. | 
|  This item will automatically be transmogrified when you leave the level. radiant steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +2 Wil Changes resistances: +12% blight / +14% darkness Light radius: +2 A suit of armour made of metal plates. | 
|  This item will automatically be transmogrified when you leave the level. acidic steel shield of resilience (0 def, 4 armour, 39.5 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 5 acid Talent granted: +1 Block Maximum life: +49.00 Handheld deflection devices. | 
|  This item will automatically be transmogrified when you leave the level. shocking steel shield (0 def, 4 armour, 42 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 11 lightning Damage when hit (Melee): 3 lightning Talent granted: +1 Block Handheld deflection devices. | 
|  3 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. | 
|  296 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. | 
|  onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all 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. | 
|  topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Demonic Soul Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. | 
|  Torador (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +1 Str / +1 Con Changes resistances penetration: +20% physical Physical save: +3 (+2 eff.) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  7 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. | 
|  Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
|  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. | 
|  Rod of Recall (3/3) 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 122 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. | 
|  3 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. | 
|  8 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. | 
|  5 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 A Bee the Yeek Arcane Blade level 12
9th Flare 122nd year of Ascendancy at 08:27 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 A Bee the Yeek Arcane Blade level 10
8th Mirth 122nd year of Ascendancy at 04:45 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 A Bee the Yeek Arcane Blade level 20
42nd Dusk 122nd year of Ascendancy at 23:48 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By A Bee the Yeek Arcane Blade level 12
1st Summertide 122nd year of Ascendancy at 18:42 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 A Bee the Yeek Arcane Blade level 12
8th Dusk 122nd year of Ascendancy at 01:23 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By A Bee the Yeek Arcane Blade level 20
44th Dusk 122nd year of Ascendancy at 01:10 see stats
 Unstoppable (Insane (Roguelike) difficulty)
			Returned from the dead.
			Unstoppable (Insane (Roguelike) difficulty)
			Returned from the dead.By A Bee the Yeek Arcane Blade level 22
67th Dusk 122nd year of Ascendancy at 18:50 see stats
Log
A Bee uses Infusion: Regeneration.
A Bee starts regenerating health quickly.
Nerann the giant black ant uses Bleeding Edge.
Nerann the giant black ant hits A Bee for 98 physical, 40 physical (138 total damage).
Melee retaliation hits Nerann the giant black ant for 4 fire, 1 blight, 4 fire, 1 blight (10 total damage).
The demonic soul releases a burst of fire around giant blue ant!
Poison from Nerann the giant black ant hits A Bee for 28 nature damage.
Explosive Saw from Nerann the giant black ant hits A Bee for 33 physical damage.
Demonic Soul hits Giant blue ant for 62 fire damage.
Demonic Soul hits Nerann the giant black ant for 42 fire damage.
Thunderstorm hits Giant blue ant for 49 lightning, 38 lightning (88 total damage).
Thunderstorm hits Nerann the giant black ant for 46 lightning, 35 lightning (81 total damage).
A Bee hits Nerann the giant black ant for 15 lightning damage.
Thunderstorm killed Giant blue ant!
A Bee uses Dominant Will.
Nerann the giant black ant must be below 80% of their max life to be controlled!
Nerann the giant black ant uses Dual Strike.
A Bee resists the stunning strike!
Nerann the giant black ant performs a melee critical strike against A Bee!
A Bee reacts immediately after taking severe wounds!
Greater Weapon Focus from Nerann the giant black ant performs a melee critical strike against A Bee!
Poison bursts out of A Bee's corpse!
A Bee is poisoned!
Nerann the giant black ant hits A Bee for 36 physical, 133 physical (168 total damage).
Greater Weapon Focus from Nerann the giant black ant hits A Bee for 146 physical damage.
Melee retaliation hits Nerann the giant black ant for 4 fire, 1 blight, 4 fire, 1 blight, 4 fire, 1 blight (16 total damage).
A Bee the level 22 yeek arcane blade was splattered to death by Nerann the giant black ant on level 1 of The Maze.
Nerann the giant black ant prepares for the next kill!
The furious lightning storm around A Bee calms down and disappears.























































