











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 | 
| 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! 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:
 Possessor Bonus Class 1.6.6Donators/Buyers bonus! 1.6.6 Summmoner Fix 1.6.6 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 | Insane Roguelike | 
| Sex | Male | 
| Race | Higher | 
| Class | Doombringer | 
| Level / Exp | 18 / 99% | 
| Size | medium | 
| Lifes / Deaths | Killed by Assassin Lord at level 18 on the 23rd Haze 122nd year of Ascendancy at 09:24  / 1 | 
Primary Stats
| Strength | 56 (base 46) | 
| Dexterity | 16 (base 10) | 
| Constitution | 17 (base 12) | 
| Magic | 45 (base 34) | 
| Willpower | 16 (base 10) | 
| Cunning | 21 (base 11) | 
Resources
| Life | -36/563 | 
| Stamina | 112/166 | 
| Vim | 7/66 | 
| Healing Factor | 0.45614973262032 | 
| Regeneration | 0.11403743315509 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -50% | 
| Spell | 0% | 
| Global | +73.953625678281% | 
Vision
| Sight | 11 | 
| Lite | 11 | 
| Infravision | 6 | 
| See Stealth | 23.127494755753 | 
| See Invisible | 32.127494755753 | 
Offense: Mainhand
| Damage | 98 | 
| Accuracy | 48 | 
| Crit Chance | 20% | 
| APR | 10 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 36 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 21 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Damage Bonus
| Mind | +24% | 
| Lightning | +43% | 
| Light | +34% | 
| Cold | +43% | 
| Blight | +24% | 
| Arcane | +46% | 
| Fire | +63% | 
| All | +18% | 
Offense: Damage Penetration
| Arcane | +25% | 
| Lightning | +25% | 
| Fire | +30% | 
| Cold | +25% | 
Defense: Base
| Armour (hardiness) | 43.130755079079 (81.030927835052%) | 
| Defense | 27 | 
| Ranged Defense | 27 | 
| Fatigue | 12 | 
| Physical Save | 23 | 
| Spell Save | 23 | 
| Mental Save | 22 | 
Defense: Resistances
| Acid | + 26%( 70%) | 
| Blight | + 52%( 70%) | 
| Arcane | + 24%( 70%) | 
| Cold | + 31%( 70%) | 
| All | + 18%( 70%) | 
| Lightning | + 29%( 70%) | 
| Light | + 28%( 70%) | 
| Temporal | + 27%( 70%) | 
| Mind | + 22%( 70%) | 
| Darkness | + 47%( 70%) | 
| Fire | + 25%( 70%) | 
| Nature | + 23%( 70%) | 
Defense: Immunities
| Silence Resistance | 10% | 
| Disarm Resistance | 20% | 
| Knockback Resistance | 82% | 
| Confusion Resistance | 10% | 
| Stun Resistance | 43% | 
| Pinning Resistance | 48% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 10% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 323 life over 5 turns. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 647% 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 Strength stat.  | 
Class Talents
| Corruption / Torture | 1.30 | 
  | 3/5 | 
  | 3/5 | 
  | 2/5 | 
  | 2/5 | 
| Technique / Combat techniques | 1.10 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Wrath | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Corruption / Shadowflame | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Corruption / Heart of Fire | 1.20 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Brutality | 1.30 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat veteran | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Corruption / Oppression | 1.20 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Higher | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Corruption / Demonic strength | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Cunning / Survival | 1.10 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Corruption / Hexes | 1.10 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 4/5 | 
  | 0/5 | 
  | 4/5 | 
  | 4/5 | 
  | 0/5 | 
Effects
| talent | Flame of Urh'Rok | 
| talent | Eternal Suffering | 
| detrimental effect | Reduces global action speed by 39%. Slow | 
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%.  While stunned talents cooldown twice as slow. Stunned | 
| beneficial effect | Turn into a wraith, passing through walls (but not natural obstacles), granting 7 defense and 6 armour. Wraithform | 
| detrimental effect | The target is poisoned, taking 105.96 nature damage per turn. Healing received is reduced by 70%. Damage dealt is reduced by 20%. Deadly Poison | 
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance | 
| beneficial effect | The target calls upon its inner resources, improving all damage by 18% and reducing all damage taken by 18%. Wrath of the Highborn | 
| detrimental effect | The target is poisoned, taking 71.81 nature damage per turn. Poison | 
| beneficial effect | Fire damage increased by 20%. Born into Magic | 
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.  | active | 
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds.  You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now!  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | active | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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 precision. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying 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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one storm wyrm claw. I recommend severing one of 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.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed orc heart.  | 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 within | active | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | active | 
Equipment
| On feet |  blood-soaked pair of iron boots of rushing (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Changes stats: +3 Str / +2 Con It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 3.3 Power cost: 23 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Quiver |  Freezekill the pouch of iron shots (12/12, 19-22.8 power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 19.0 - 22.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +10.0% Capacity: 12 On weapon crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 mind / +12 cold Damage (radius 2) on crit: +12 mind Shots are used with slings to pummel your foes to death.  | 
| Light source | Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 23 power out of 25/25) : Effective talent level: 2.2 Power cost: 23 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 47.19 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 47.19 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light.  | 
| On head |  iron helm 'Chalohir' (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Cun / +2 Wil Changes resistances: +6% blight / +3% darkness Disease immunity: +10% Silence immunity: +10% Stun/Freeze immunity: +10% Mindpower: +4 (+2 eff.) Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| Tool |  Falegoyon the ash wand of conjuration [power 150]  (14 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +6% light Maximum wards: +3 lightning / +3 fire / +3 nature / +2 acid Talent granted: +1 Ward Confusion immunity: +10% Stun/Freeze immunity: +10% It can be used to fire a magical bolt dealing 58 fire damage Activation puts all charms on cooldown for 14 turns. When used: * Heal for 45. * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
| On fingers |  warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +20.00 Rings can have magical properties.  | 
| On fingers |  Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors.  | 
| Around waist |  Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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 main hand |  Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +12 blinding light When wielded/worn: Changes stats: +2 Dex / +2 Cun / +2 Mag Changes damage: +4% light Light radius: +4 Infravision radius: +4 Citrine: Light It can be used to imbue the hammer with a gem of your choice Activation costs 9 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it.  | 
| On hands |  Snowbrace (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +6 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Str / +2 Dex / +2 Mag Changes resistances: +15% cold Changes damage: +3% arcane When used to modify unarmed attacks: Base power: 22.5 - 31.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 83% Damage (Melee): +12 arcane Damage (radius 2) on crit: +6 arcane Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Main armor |  Splendourwitch the dwarven-steel mail armour (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +3 Wil Changes resistances: +32% blight / +6% light / +22% darkness / +5% mind Changes damage: +12% light / +6% blight Mental save: +10 (+5 eff.) Light radius: +2 A suit of armour made of mail.  | 
| Cloak |  Charwrecker (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Dex / +3 Con Changes resistances penetration: +5% fire Changes damage: +6% mind Maximum life: +34.00 Light radius: +2 See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  steel amulet 'Torihell'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +7 (+3 eff.) Changes stats: +6 Lck Changes resistances: +13% lightning / +11% temporal / +3% blight / +6% nature / +9% acid Pinning immunity: +26% Stun/Freeze immunity: +23% Knockback immunity: +20% Reduce all damage from unseen attackers: 12% Amulets can have magical properties.  | 
Inventory
 This item will automatically be transmogrified when you leave the level.Isuth the steel dagger (13-16.9 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 62 damage Damage (Melee): +12 blight When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +4 Mag Spell crit. chance: +3% Damage Shield penetration: +20% Sharp, short and deadly.  | 
 Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 18 power out of 20/20) : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it!  | 
 This item will automatically be transmogrified when you leave the level.shimmering ash starstaff of might (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +38.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.Boltraider (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 20 Damage when hit (Melee): 4 blight Changes resistances: +12% blight / +6% fire / +6% cold Changes damage: +9% lightning / +3% blight A pointy cloth hat, very wizardly...  | 
 This item will automatically be transmogrified when you leave the level.Glemina the cured leather armour (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 20 * 20% chance to reduce all saves and defense by 15 Damage when hit (Melee): 6 blight Changes resistances: +8% acid / +6% physical / +7% cold / +8% fire / +7% lightning Changes damage: +3% blight Life regen: +3.00 Maximum life: +58.00 Mindpower: +7 (+4 eff.) Healing mod.: +12% A suit of armour made of leather.  | 
 Bograce (0 def, 24 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Fatigue: +15% Changes stats: +2 Str / +3 Mag / +7 Wil / +6 Cun Changes resistances: +8% acid / +7% physical / +12% cold / +10% fire / +9% nature / +15% lightning Changes resistances penetration: +5% nature Changes damage: +6% nature Talent cooldown: Rush (-5 turns) Physical save: +10 (+5 eff.) Mental save: +21 (+10 eff.) Disarm immunity: +28% Stun/Freeze immunity: +30% Knockback immunity: +32% A suit of armour made of metal plates.  | 
 2 agate0.00 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.  | 
 121 alchemist agate0.00 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.  | 
 topaz0.00 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.  | 
 Tooth of the Mouth (dig speed 12 turns) =Digger=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 4 spinel0.00 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 =Darkness Purge=Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite 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.(62 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own.  | 
 Eye of the Dreaming One =Anti-Sleep=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 (+3 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 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 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 6 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.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Rod of Recall (2/2)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 180 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 ChestPowered 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.  | 
 Chydodas [power 116]  (14 cooldown) =Anti-heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 15 * 20% chance to reduce armor by 30% Changes resistances: +6% mind It can be used to sting an enemy dealing 45 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 14 turns. When used: * Heal for 30. Natural totems are made by powerful wilders to store nature power.  | 
 4 ametrine0.00 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.  | 
 citrine0.00 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.  | 
 7 zircon0.00 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
			Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
			Escaped the Searing Halls.By Hash Slinging Slasher the Higher Doombringer level 6
77th Pyre 122nd year of Ascendancy at 13:14 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Hash Slinging Slasher the Higher Doombringer level 10
5th Mirth 122nd year of Ascendancy at 03:12 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Hash Slinging Slasher the Higher Doombringer level 11
10th Mirth 122nd year of Ascendancy at 01:09 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Hash Slinging Slasher the Higher Doombringer level 15
43rd Dusk 122nd year of Ascendancy at 12:50 see stats
Log
Hash Slinging Slasher turns into a wraith.
Hash Slinging Slasher activates Fearscape.
You are taken to the Fearscape!
Hash Slinging Slasher hits Something for 12 fire, 10 cold, 9 lightning, 11 arcane (41 total damage).
Deadly Poison from Assassin Lord hits Hash Slinging Slasher for 20 nature damage.
Burning from Hash Slinging Slasher hits Assassin Lord for 2 fire, 2 cold, 2 lightning, 2 arcane (8 total damage).
Lava floor heals Hash Slinging Slasher!
Hash Slinging Slasher receives 18 healing.
Hash Slinging Slasher casts Detonating Charge.
Assassin Lord suffers!
Assassin Lord resists the punch!
Hash Slinging Slasher hits Assassin Lord for 45 fire, 38 cold, 34 lightning, 40 arcane, 3 fire, 2 cold, 2 lightning, 3 arcane, 10 fire, 8 cold, 7 lightning, 9 arcane (201 total damage).
Melee retaliation hits Hash Slinging Slasher for 12 light damage.
Lava floor burns Assassin Lord!
Assassin Lord uses Venomous Strike.
Hash Slinging Slasher is poisoned!
Hash Slinging Slasher slows down.
Hash Slinging Slasher hits Assassin Lord for 12 fire, 10 cold, 9 lightning, 11 arcane (41 total damage).
Assassin Lord hits Hash Slinging Slasher for 62 nature, 14 darkness, 31 nature, 14 darkness (121 total damage).
Poison from Assassin Lord hits Hash Slinging Slasher for 55 nature damage.
Deadly Poison from Assassin Lord hits Hash Slinging Slasher for 55 nature damage.
Burning from Hash Slinging Slasher hits Assassin Lord for 7 fire, 5 cold, 5 lightning, 6 arcane (23 total damage).
Lava floor burns Assassin Lord!
Assassin Lord uses Dual Strike.
Hash Slinging Slasher is stunned!
Hash Slinging Slasher hits Assassin Lord for 12 fire, 10 cold, 9 lightning, 11 arcane (41 total damage).
Assassin Lord hits Hash Slinging Slasher for 17 physical, 14 darkness, 27 physical, 14 darkness (73 total damage).
Hash Slinging Slasher deactivates Fearscape.
Saving game...


























































































