









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: 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. 
 
 
 
 
 
 
 
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| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Writhing One | 
| Level / Exp | 46 / 48% | 
| Size | big | 
| Lifes / Deaths | Killed by Zubuthra the elven cultist at level 46 on the 5th Flare 122nd year of Ascendancy at 02:03/ 1 | 
Primary Stats
| Strength | 117 (base 60) | 
| Dexterity | 68 (base 60) | 
| Constitution | 66 (base 60) | 
| Magic | 64 (base 60) | 
| Willpower | 68 (base 60) | 
| Cunning | 64 (base 60) | 
Resources
| Life | -282/1382 | 
| Positive | 185/185 | 
| Stamina | 350/380 | 
| Insanity | 92/100 | 
| Healing Factor | 1.4588369623247 | 
| Regeneration | 0.36470924058118 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +70.539171999967% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 11 | 
| See Stealth | 93.038197056724 | 
| See Invisible | 104.03819705672 | 
Offense: Mainhand
| Damage | 183 | 
| Accuracy | 80 | 
| Crit Chance | 19% | 
| APR | 10 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 71 | 
| Crit Chance | 17% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 81 | 
| Crit Chance | 17% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +18% | 
| Temporal | +6% | 
| Blight | +20% | 
| Darkness | +20% | 
| Cold | +10% | 
| All | 0% | 
Offense: Damage Penetration
| Cold | +39% | 
| All | +31% | 
Defense: Base
| Armour (hardiness) | 49 (100%) | 
| Defense | 76 | 
| Ranged Defense | 76 | 
| Fatigue | 0 | 
| Physical Save | 44 | 
| Spell Save | 33 | 
| Mental Save | 40 | 
Defense: Resistances
| Lightning | + 33%( 70%) | 
| Light | + 29%( 70%) | 
| Temporal | + 31%( 70%) | 
| Nature | + 27%( 70%) | 
| Physical | + 40%( 70%) | 
| Cold | + 36%( 70%) | 
| All | + 24%( 70%) | 
Defense: Immunities
| Confusion Resistance | 13% | 
| Stun Resistance | 53% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 22% | 
Inscriptions (3/5)
| Infusions | Effective talent level: 2.5Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. | 
| Infusions | Effective talent level: 2.5Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 2.5Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. | 
Class Talents
| Demented / Tentacles | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
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| 
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| Demented / Path of horror | 1.50 | 
| 
 | 5/5 | 
| 
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| 
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| 
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| Demented / Disfigured face | 1.50 | 
| 
 | 5/5 | 
| 
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| 
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| 
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| Demented / Friend of the worm | 1.50 | 
| 
 | 5/5 | 
| 
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| 
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| 
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| Demented / Horrific body | 1.50 | 
| 
 | 5/5 | 
| 
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| 
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| 
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| Demented / Controlled horrors | 1.50 | 
| 
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| 
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| 
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| 
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| Demented / Slow death | 1.50 | 
| 
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| 
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| 
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| 
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Generic Talents
| Cunning / Survival | 1.50 | 
| 
 | 5/5 | 
| 
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| 
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| 
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| Technique / Combat training | 1.20 | 
| 
 | 5/5 | 
| 
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| 
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| 
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| 
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| 
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| Celestial / Chants | 1.20 | 
| 
 | 5/5 | 
| 
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| 
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| 
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| Technique / Conditioning | 1.20 | 
| 
 | 5/5 | 
| 
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| 
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| 
 | 5/5 | 
| Demented / Beyond sanity | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
Prodigies
| 
 | 1/1 | 
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Effects
Quests
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You failed to protect the lone alchemist from death by carrion worm mass.Escort: lone alchemist (level 1 of Daikara) | failed | 
| You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara.Escort: lost sun paladin (level 2 of Daikara) As a reward you gained talent category Celestial / Chants (at mastery 1.00). | 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 | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed chunk of ghoul flesh. * You've found the needed orc heart. | active | 
| A huge mindless and corrupted worm is heading toward Kroshkkur!The Worm That Devours It has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done | 
| 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 | 
Equipment
| On feet |  pair of iron boots 'Elomivea' (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +1% physical Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -60.00 life Heal.mod +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  brass lantern 'Boltstone' 2.0 T1 lite [Rare] Master While equipped: Stats +4 Mag +3 Wil +4 Cun dps ---------- Dmg.mod +9% lightning ----- def ----- Resists +6% lightning Blind- +22% Confus- +13% ---------- misc Light +7 See.Stealth +7 See.Invis +18 Track: Puts all charms on 21 cooldown Level 9.8 Pwr.cost 21 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 36 for 10 turns. The radius will increase with your Cunning. 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 |  Glitterusher the rough leather cap (25 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Defense +25 (+6 eff.) Fatigue +1% Resists +3% light Crit.chn- 5.00% Phys.save +3 (+1 eff.) Max.HP +20.00 Def/telep +10 Res/telep +10% Dur/telep +10% A cap made of leather. | 
| Tool |  Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 11 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 22 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. | 
| Around waist |  rough leather belt 'Neroyath' 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Acc +30 (+6 eff.) ----- def ----- Resists +6% lightning +6% temporal +3% light +3% nature A belt that goes around your waist. | 
| Main armor |  Silk Current (12 def, 0 armour) 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. | 
| In main hand |  Tempestcutter (16-22 power, 3 apr) 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 15.5 - 21.7 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 blight +7 light +8 lightning Against +6% Undead On Hit: 20% Epidemic 2 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 32 While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +6% all Acc +5 (+1 eff.) Apr +7 ----- def ----- Disease- +14% Sharp, long, and deadly. | 
| Cloak |  Salawyn (11 def, 2 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +5 Dex dps ---------- Dmg.mod +6% temporal ----- def ----- Armour +2 Defense +11 (+3 eff.) Resists +3% temporal Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Daneth's Neckguard 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. | 
Inventory
|  heroism infusion (die at -286; dur 10; cd 27) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -286 life. The duration and life will increase by 1% for every 1% life you have lost (currently 630 life, 22 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Rune of the Rift (422.00 temporal damage, removed from time 4 turns) 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 447.32 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune (absorb 147; dur 5; cd 18) 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 147 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Fanged Collar 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. | 
|  Lisarivena the gold amulet 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +5 Cun +6 Con dps ---------- Crit.mult +10.00% Mov.spd +10% Dmg.mod +12% physical ----- def ----- Armour +6 Fatigue -6% Resists +7% physical HP.reg +3.00 Blind- +15% ---------- misc Stam/turn +1.30 Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! | 
|  Kor's Fall (10-12 power, 0 apr, darkness element) 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 160% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 4.5 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 222.62 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (445). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. | 
|  imbued elven-wood starstaff of greater warding (25-30 power, 5 apr, physical element) 5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% physical ----- def ----- Armour +9 Defense +9 (+3 eff.) ---------- misc Wards +3 physical Talents +4 Ward +1 Command Staff On Spell Hit: 10% Earthen Missiles 4 Staves designed for wielders of magic, by the greats of the art. | 
|  flaming iron longsword of massacre (18-25 power, 2 apr) 3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 18.0 - 25.2 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +5 fire Sharp, long, and deadly. | 
|  iron longsword (12-16 power, 2 apr) 3.0 T1 longsword 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. | 
|  thought-forged iron waraxe of persecution (11-15 power, 2 apr) 3.0 T1 waraxe 1H weapon [Ego] Disrupt/Psionic Power 11.0 - 15.4 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 mind Against +5% Unnatural On Hit: * 10% chance to reduce all saves and defense by 43 While equipped: Stats +1 Cun +3 Wil One-handed war axes. | 
|  Silent Blade (25-32 power, 10 apr) 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 40% Wil, 65% Dex, 50% Mag 35% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. | 
|  keeper's elven-wood longbow of recursion 4.0 T4 longbow 2H weapon Reqs Shoot [Ego++] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Hit: 10% Shoot 1 While equipped: dps ---------- Dmg.mod +12% physical +23% temporal Res.pen +14% physical +14% temporal ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. | 
|  Spider-Silk Robe of Spydrë (10 def, 15 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. | 
|  Evermoss Robe (12 def, 0 armour) 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. | 
|  Eel-skin armour (16 def, 0 armour) 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+4 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 3.5 Pwr.cost 14 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 123.30 to 369.91 lightning damage (246.60 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. | 
|  Zekaltholar the Ichorraze (9 def, 6 armour) 9.0 T3 light armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Spell.crit +2% Melee+ 17 acid 15 fire Dmg.mod +12% arcane +21% nature Res.pen +25% light Phasing +30% Melee Ret 13 acid 13 fire 6 arcane ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +21% acid +22% fire A suit of armour made of leather. | 
|  iron mail armour (2 def, 4 armour) 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. | 
|  The Black Boots (2 def, 1 armour) 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." | 
|  Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. | 
|  defender's rough leather cap of dexterity (+2) (4 def, 6 armour) 2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Dex ----- def ----- Armour +6 Defense +4 (+1 eff.) Fatigue +1% Resists +2% all Phys.save +5 (+2 eff.) A cap made of leather. | 
|  miner's hardened leather cap of trickery (0 def, 4 armour) 2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Apr +4 ----- def ----- Armour +4 Fatigue +3% ---------- misc Infravis +2 A cap made of leather. | 
|  3 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  7 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  7 ametrine 0.0 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 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  zircon 0.0 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. | 
|  3 aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. | 
|  3 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  2 amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  2 onyx 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. | 
|  emerald 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  garnet 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  quartz 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  120 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  Summertide Phial 1.0 T1 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.(124 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  brass lantern 2.0 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. | 
|  scorching brass lantern of clarity 2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire Mind.save +5 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Mummified Egg-sac of Ungolë 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 42 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. | 
|  iron pickaxe (dig speed 38 turns) 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Rod of Entropy (1/1) 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 114% of the healing done. This effect scales with your Magic stat.. Uses 40 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. | 
|  Rod of Recall (3/3) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 106 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. | 
|  Forbidden Tome: "The Illusory Castle" 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. | 
|  It Which Writhes 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 6 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. | 
Achievements
 Earth Master (Insane (Roguelike) difficulty)
			Killed Harkor'Zun.
			Earth Master (Insane (Roguelike) difficulty)
			Killed Harkor'Zun.By Truayan the Cornac Writhing One level 35
2nd Summertide 122nd year of Ascendancy at 14:57 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 Truayan the Cornac Writhing One level 10
75th Pyre 122nd year of Ascendancy at 07:45 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 Truayan the Cornac Writhing One level 20
79th Pyre 122nd year of Ascendancy at 10:49 see stats
 Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By Truayan the Cornac Writhing One level 30
2nd Summertide 122nd year of Ascendancy at 10:01 see stats
 Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.
			Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.By Truayan the Cornac Writhing One level 40
1st Flare 122nd year of Ascendancy at 11:39 see stats
 Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Truayan the Cornac Writhing One level 29
2nd Summertide 122nd year of Ascendancy at 09:59 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Truayan the Cornac Writhing One level 27
3rd Mirth 122nd year of Ascendancy at 00:01 see stats
 The Restless Dead (Insane (Roguelike) difficulty)
			Disturbed an old battlefield and survived the consequences.
			The Restless Dead (Insane (Roguelike) difficulty)
			Disturbed an old battlefield and survived the consequences.By Truayan the Cornac Writhing One level 45
2nd Flare 122nd year of Ascendancy at 08:55 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Truayan the Cornac Writhing One level 37
3rd Summertide 122nd year of Ascendancy at 15:13 see stats
Log
There is an item here: stralite longsword
Talent Pestilent Blight is ready to use.
Talent Dagger Block is ready to use.
Talent You Shall Be My Weapon! is ready to use.
Zubuthra the elven cultist casts Phase Door.
Gelenn the ogre warmaster casts Netherblast.
Gelenn the ogre warmaster's spell attains critical power!
Worm that walks (servant of Truayan) is wasting away.
Gelenn the ogre warmaster loses 9 health to the entropy.
Zubuthra the elven cultist's morale has been lowered.
Elven warrior shrugs off the effect 'Dazzled'!
worm that walks (servant of Truayan) hits Zubuthra the elven cultist for (31 flat reduction), 41 physical, (31 flat reduction), 28 physical (69 total damage).
Phantasmal Shield hits worm that walks (servant of Truayan) for 160 light damage.
Phantasmal Shield hits Mean looking elven guard for 193 light damage.
Phantasmal Shield hits Elven warrior for 193 light damage.
Zubuthra the elven cultist casts Grace of the Eternals.
Zubuthra the elven cultist speeds up.
Worm that walks (servant of Truayan) is recovering from the damage!
Worm that walks (servant of Truayan) internal structure metallises.
Zubuthra the elven cultist casts Flame.
Zubuthra the elven cultist's spell attains critical power!
Character control switched to Truayan.
Zubuthra the elven cultist hits Worm that walks (servant of Truayan) for (56 flat reduction), 514 fire (514 total damage).
Gelenn the ogre warmaster's Netherblast hits Worm that walks (servant of Truayan) for 323 temporal, 554 darkness (876 total damage).
Truayan the level 46 cornac writhing one was slowly cooked to death by Zubuthra the elven cultist on level 2 of Dark crypt.











































































