












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 | 
| Addons | Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Better Item Description 1.6.0This 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
 Forbidden Cults 1.6.0Official 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 | Nightmare Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Rogue | 
| Level / Exp | 15 / 2% | 
| Size | medium | 
| Lifes / Deaths | Killed by Snake at level 15 on the 21st Dusk 122nd year of Ascendancy at 07:04  / 1 | 
Primary Stats
| Strength | 14 (base 11) | 
| Dexterity | 34 (base 33) | 
| Constitution | 15 (base 15) | 
| Magic | 10 (base 10) | 
| Willpower | 14 (base 10) | 
| Cunning | 35 (base 32) | 
Resources
| Life | -113/384 | 
| Stamina | 134/142 | 
| Healing Factor | 1.1405405405405 | 
| Regeneration | 2.5662162162162 | 
Speed
| Mental | +10% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 8 | 
| See Stealth | 50.612486196198 | 
| See Invisible | 50.612486196198 | 
Offense: Mainhand
| Damage | 36 | 
| Accuracy | 38 | 
| Crit Chance | 20% | 
| APR | 12 | 
| Speed | 0.91 | 
Offense: Offhand
| Damage | 30 | 
| Accuracy | 38 | 
| Crit Chance | 20% | 
| APR | 12 | 
| Speed | 0.91 | 
Offense: Spell
| Spellpower | 10 | 
| Crit Chance | 10% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 21 | 
| Crit Chance | 10% | 
| Speed | 1 | 
Offense: Damage Bonus
| Nature | +11% | 
| Light | +10% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +6% | 
Defense: Base
| Armour (hardiness) | 11 (57.811550151976%) | 
| Defense | 45 | 
| Ranged Defense | 45 | 
| Fatigue | 0 | 
| Physical Save | 26 | 
| Spell Save | 15 | 
| Mental Save | 22 | 
Defense: Resistances
| Acid | + 3%( 70%) | 
| Arcane | + 5%( 70%) | 
| Cold | + 3%( 70%) | 
| All | 0%( 70%) | 
| Darkness | + 3%( 70%) | 
| Light | + 33%( 70%) | 
| Mind | + 18%( 70%) | 
| Lightning | + 17%( 70%) | 
| Fire | + 9%( 70%) | 
| Nature | + 22%( 70%) | 
Defense: Immunities
| Disarm Resistance | 25% | 
| Pinning Resistance | 21% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 86% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 235 life over 5 turns. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 67 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 Cunning stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 109 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat.  | 
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 150 damage for 5 turns. Its effects scale with your Magic stat.  | 
Class Talents
| Technique / Duelist | 1.30 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Stealth | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Trapping | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Artifice | 1.30 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Dual techniques | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Poisons | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
| Technique / Throwing knives | 1.30 | 
  | 4/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Lethality | 1.30 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Mobility | 1.30 | 
  | 2/5 | 
  | 3/5 | 
  | 2/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
  | 2/5 | 
Effects
| talent | Apply Poison | 
| talent | Numbing Poison | 
| talent | Insidious Poison | 
| detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 25%) Suffocating | 
| beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 7 Net Damage: 57 - 80 Accuracy: 52 (knife) APR: 16 Crit Chance: +25% Crit mult: 173% Uses Stats: 50% Cun, 70% Dex  | 
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 | 
You failed to protect the lost defiler from death by forest troll. Escort: lost defiler (level 3 of Trollmire) | failed | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden 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 Shade.  | 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: * You've found the needed red crystal shard. * You've found the needed sandworm tooth. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.'  | active | 
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 within6 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 |  pair of rough leather boots 'Glorabreth' (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +1 Resists +3% acid +3% light +9% fire +5% arcane +6% mind Phys.save +5 (+2 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Max.HP +20.00 A pair of boots made of leather.  | 
| Light source |  Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide.  | 
| On head |  rough leather cap 'Murkmoon' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +12% mind +3% darkness Phys.save +10 (+5 eff.) A cap made of leather.  | 
| On hands |  rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Armour +1 Unarmed combat: Power 10.0 - 11.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Tool |  Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.  | 
| On fingers |  copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings can have magical properties.  | 
| On fingers |  mule's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% Max.HP +20.00 Disarm- +25% Pinning- +21% Knockbk- +26% ---------- misc Max.enc +21 Rings can have magical properties.  | 
| Around neck |  restful copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Wil ----- def ----- Fatigue -5% HP.reg +2.00 Amulets can have magical properties.  | 
| In main hand |  quick steel dagger (12.5-16.25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 12.5 - 16.3 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Dex dps ---------- Phys.spd +10% Acc +9 (+3 eff.) Sharp, short and deadly.  | 
| Around waist |  Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.  | 
| In off hand |  truestriking steel dagger of massacre (18-23.4 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 18.0 - 23.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +5 (+2 eff.) Apr +6 Sharp, short and deadly.  | 
| Cloak |  Tilathalin (17 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +17 (+6 eff.) Resists +3% cold Phys.save +6 (+3 eff.) Die.at -40.00 life Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  cured leather armour of lightning resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +17% lightning A suit of armour made of leather.  | 
Inventory
 slime-covered steel dagger of massacre (18.5-24.05 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Disrupt/Master Power 18.5 - 24.1 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 5% chance to slow global speed by 40% Sharp, short and deadly.  | 
 steel dagger (13.5-17.55 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 13.5 - 17.6 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly.  | 
 balanced steel longsword of massacre (24-33.6 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Master Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +20% Sharp, long, and deadly.  | 
 ash magestaff (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 arcing steel waraxe of erosion (15.5-21.7 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane/Nature Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes.  | 
 mindwoven woollen robe of fire (+9%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +13% fire ----- def ----- Resists +19% fire +9% all Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 insulating linen wizard hat of frost (+5%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Defense +1 (+1 eff.) Resists +22% cold +5% fire A pointy cloth hat, very wizardly...  | 
 impenetrable steel mail armour of acid resistance (2 def, 13 armour)14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Resists +16% acid A suit of armour made of mail.  | 
 rough leather armour 'Lisena' (3 def, 2 armour)9.0 T1 light armor [Rare] Disrupt While equipped: dps ---------- Melee Ret 2 acid ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +17% blight +12% nature +9% darkness A suit of armour made of leather.  | 
 rough leather armour of stability (3 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% physical Phys.save +11 (+5 eff.) A suit of armour made of leather.  | 
 searing steel plate armour of Eyal (0 def, 9 armour)17.0 T2 massive armor Reqs - Massive armour training Str 28 [Ego++] Arcane/Nature While equipped: dps ---------- Melee+ 8 acid 9 fire Melee Ret 10 acid 8 fire ----- def ----- Armour +9 Fatigue +22% Resists +10% acid +10% fire Max.HP +33.00 HP.reg +5.00 Heal.mod +12% A suit of armour made of metal plates.  | 
 swashbuckler's steel shield (0 def, 4 armour, 38.5 block)7.0 T2 shield armor Reqs - Shield usage training Str 16 [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Str +1 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices.  | 
 barbed quiver of ash arrows (17/17, 32.5-45.5 power, 7 apr)3.0 T2 arrow ammo [Ego+] Master Power 32.5 - 45.5 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 17 On Crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death.  | 
 flaming quiver of ash arrows of amnesia (18/18, 19-26.6 power, 7 apr)3.0 T2 arrow ammo [Ego+] Arcane/Psionic Power 19.0 - 26.6 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 On Hit.r1 +8 fire On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death.  | 
 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.  | 
 crystalomancer's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego+] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +4% ---------- misc Max.mana +21.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 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.  | 
 Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 176 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 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.  | 
 Muran (17/17, 26-31.2 power, 2 apr)3.0 T2 shot ammo [Random Unique] Arcane/Master/Psionic Power 26.0 - 31.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 17 Proj.spd +200% Ranged+ +15 physical On Hit.r1 +7 fire On Hit: * 20% chance to knock the target back 3 spaces and deal 73 physical damage On Crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death.  | 
 supercharged steel torque of psionic shield [power 67]  (28 cooldown)2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 67 for 5 turns Puts all charms on 28 cooldown Torques are made by powerful psionics to store psionic powers.  | 
 2 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.  | 
 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.  | 
Achievements
			Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Snake the Cornac Rogue level 10
1st Summertide 122nd year of Ascendancy at 07:50 see stats
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Snake the Cornac Rogue level 10
1st Summertide 122nd year of Ascendancy at 07:49 see stats
			Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Snake the Cornac Rogue level 14
18th Dusk 122nd year of Ascendancy at 23:15 see stats
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Snake the Cornac Rogue level 7
76th Pyre 122nd year of Ascendancy at 10:50 see stats
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By Snake the Cornac Rogue level 14
12nd Dusk 122nd year of Ascendancy at 14:23 see stats
Log
Snake killed White worm mass!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits Snake for 184 physical damage.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits Snake for 94 physical damage.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Snake starts suffocating to death!
Snake is suffocating.
Unstable sand tunnel hits Snake for 48 physical damage.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits Snake for 0 physical damage.
Welcome to level 15 [Snake].
Snake has 3 stat point(s), 2 class talent point(s) to spend. Press p to use them.
Saving game...
























































































