











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.7.6Donators/Buyers bonus! Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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. 
 
 
 
 
 
 
 
 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:
 Fuck Patrols Addon 1.4.8 | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Shadowblade | 
| Level / Exp | 50 / 2774% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded  / 0 | 
Primary Stats
| Strength | 36 (base 10) | 
| Dexterity | 89 (base 60) | 
| Constitution | 48 (base 36) | 
| Magic | 127 (base 61) | 
| Willpower | 33 (base 9) | 
| Cunning | 88 (base 60) | 
Resources
| Life | 1270/1270 | 
| Mana | 562/562 | 
| Stamina | 274/274 | 
| Vim | 266/266 | 
| Healing Factor | 2.2278383355186 | 
| Regeneration | 57.679523144279 | 
Speed
| Mental | +28.24582049534% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | +18.24582049534% | 
| Global | +126% | 
Vision
| Sight | 10 | 
| Lite | -1991.5402312216 | 
| Infravision | 15 | 
| See Stealth | 42.646342358568 | 
| See Invisible | 56.646342358568 | 
| Stealth | 42 | 
| ESP Range | 10 | 
| ESP Kinds | demon/major, demon/minor, animal/canine | 
Offense: Mainhand
| Damage | 220 | 
| Accuracy | 83 | 
| Crit Chance | 90% | 
| APR | 52 | 
| Speed | 0.78 | 
Offense: Offhand
| Damage | 165 | 
| Accuracy | 83 | 
| Crit Chance | 90% | 
| APR | 52 | 
| Speed | 0.78 | 
Offense: Spell
| Spellpower | 86 | 
| Crit Chance | 83% | 
| Speed | 0.84569585276751 | 
Offense: Mind
| Mindpower | 45 | 
| Crit Chance | 31% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +67% | 
| Blight | +45% | 
| Arcane | +69% | 
| Cold | +47% | 
| All | +36% | 
| Darkness | +142% | 
| Light | +76% | 
| Physical | +73% | 
| Lightning | +47% | 
| Fire | +48% | 
| Nature | +45% | 
Offense: Damage Penetration
| Acid | +49% | 
| Light | +50% | 
| Physical | +40% | 
| Lightning | +40% | 
| Arcane | +35% | 
| Mind | +50% | 
| All | +25% | 
Defense: Base
| Armour (hardiness) | 40 (62.946778433524%) | 
| Defense | 93 | 
| Ranged Defense | 93 | 
| Fatigue | 0 | 
| Physical Save | 25 | 
| Spell Save | 45 | 
| Mental Save | 42 | 
Defense: Resistances
| Acid | + 30%( 70%) | 
| Arcane | + 42%( 70%) | 
| Cold | + 36%( 70%) | 
| All | + 28%( 70%) | 
| Darkness | + 70%( 70%) | 
| Light | + 74%( 80%) | 
| Temporal | + 49%( 70%) | 
| Physical | + 40%( 70%) | 
| Mind | + 32%( 70%) | 
Defense: Immunities
| Silence Resistance | 30% | 
| Bleed Resistance | 10% | 
| Instadeath Resistance | 100% | 
| Stun Resistance | 100% | 
| Poison Resistance | 10% | 
| Blind Resistance | 50% | 
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 37 up to 6 times. Its effects scale with your Cunning stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat.  | 
| Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 35 up to 6 times. Its effects scale with your Willpower 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 735 damage for 5 turns. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (85% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you.  | 
Class Talents
| Cunning / Shadow magic | 1.30 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Temporal | 1.00 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
  | 5/5 | 
| Technique / Duelist | 1.00 | 
  | 3/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Phantasm | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
| Technique / Dual techniques | 1.00 | 
  | 2/5 | 
  | 1/5 | 
  | 3/5 | 
  | 3/5 | 
| Cunning / Dirty fighting | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Ambush | 1.30 | 
  | 1/5 | 
  | 5/5 | 
  | 4/5 | 
  | 5/5 | 
| Cunning / Stealth | 1.50 | 
  | 1/5 | 
  | 4/5 | 
  | 4/5 | 
  | 1/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Corruption / Vile life | 1.00 | 
  | 5/5 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 2/5 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 4/5 | 
| Technique / Mobility | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 3/5 | 
| Spell / Conveyance | 1.00 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Lethality | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Elemental Discord | 
| talent | Shadow Feed | 
| talent | Phantasmal Shield | 
| talent | Essence of Speed | 
| talent | Shadow Combat | 
| talent | Trained Reactions | 
| talent | Stealth | 
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 10.4 and stamina regeneration by 2.8. Soothing Darkness | 
| beneficial effect | Parrying melee and ranged attacks: Has a 61% chance to deflect up to 39 damage from the next 2.9 attack(s).  Parried attacks cannot crit. Parrying | 
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff.  | done | 
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower.  | done | 
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders...  | active | 
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +5.  | done | 
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5.  | done | 
You failed to protect the injured seer from death by venom drake hatchling. Escort: injured seer (level 3 of Dreadfell) | failed | 
You failed to protect the lone alchemist from death by Zubirin the elder vampire. Escort: lone alchemist (level 4 of Dreadfell) | failed | 
You abandoned lone alchemist, to death. Escort: lone alchemist (level 4 of Old Forest) | failed | 
You failed to protect the lost defiler from death by Mayille the grave wight. Escort: lost defiler (level 6 of Dreadfell) | failed | 
You failed to protect the lost sun paladin from death by orc soldier. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed | 
You failed to protect the lost sun paladin from death by war hound. Escort: lost sun paladin (level 5 of Dreadfell) | failed | 
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)).  | done | 
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride.  | 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 | 
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there.  | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there.  | done | 
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years.  | done | 
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains.  | done | 
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward.  | done | 
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.  | done | 
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 has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed multi-hued wyrm scale. * You've found the needed length of troll intestine. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid.  | active | 
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost.  | done | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | done | 
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be.  | done | 
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 within3 lumberjacks have died.  | done | 
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat.  | done | 
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done | 
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond.  | 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 |  Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 28 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use.  | 
| Light source |  Dúathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it.  | 
| On head |  Phlegmwyrd (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +40% darkness / +17% physical Changes damage: +3% arcane / +20% physical / +9% nature / +35% darkness Mana each turn: +2.80 Mana when hit: +2.80 Mana when firing critical spell: +2.00 Maximum mana: +187.00 Maximum hate: +15.00 Spellpower: +8 (+2 eff.) Mindpower: +7 (+2 eff.) Mental crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Manaflow, placing all other charms into a 34 cooldown : Effective talent level: 2.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 18 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly...  | 
| On hands |  Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might.  | 
| Tool |  Polesewen (dig speed 24 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +2.0% Physical power: +9 (+1 eff.) Armour: +2 Defense: +5 (+1 eff.) Changes stats: +3 Str / +2 Dex / +6 Mag Changes resistances: +6% darkness / +3% acid Critical mult.: +28.00% Poison immunity: +10% Maximum mana: +51.00 Spell crit. chance: +9% Light radius: +2 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  voratun Goedalath Rock ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Life regen: +12.00 Maximum life: +74.00 Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +70% Rings make your fingers look great!  | 
| On fingers |  Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+4 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.4 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 400.10 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core.  | 
| Around neck |  Ivylle the NoonblissPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Armour: +4 Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 13% chance to reduce damage dealt by 23% * 13% chance to blind Changes stats: +5 Mag Changes resistances: +25% light / +30% darkness Changes resistances penetration: +25% light / +10% physical Changes damage: +8% acid / +15% light / +7% lightning / +8% fire / +7% cold / +15% darkness Blindness immunity: +50% Stamina each turn: +3.46 Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Light radius: +3 Amulets make your neck look great!  | 
| In main hand |  voratun dagger 'Snowcutter' (49-64 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 49.0 - 63.7 Uses stats: 50% Dex, 50% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 134 acid damage (1/turn) On weapon crit: * Wound the target dealing 384 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +4 cold When wielded/worn: Physical crit. chance: +13.0% Physical power: +8 (+1 eff.) Changes resistances: +12% cold Changes resistances penetration: +24% acid Changes damage: +23% acid Mental save: +12 (+4 eff.) Mindpower: +10 (+3 eff.) Sharp, short and deadly.  | 
| Around waist |  Xerildavena the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Changes resistances: +6% mind / +5% arcane Changes resistances penetration: +25% mind Changes damage: +15% arcane Critical mult.: +13.00% Life regen: +3.20 Maximum life: +57.00 Healing mod.: +26% A belt that goes around your waist.  | 
| In off hand |  Dairaregafast the voratun dagger (52-68 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 52.0 - 67.6 Uses stats: 50% Dex, 50% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 mind When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +4 Damage when hit (Melee): 2 blight Changes stats: +6 Str / +16 Dex / +13 Mag / +9 Wil / +13 Cun / +5 Con Changes damage: +9% blight Combat speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly.  | 
| Cloak |  elven-silk cloak 'Galeworm' (3 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+0 eff.) Changes stats: +10 Mag / +10 Wil Changes resistances: +30% temporal / +26% darkness / +9% light Changes resistances penetration: +15% lightning Cut immunity: +10% Only die when reaching: -20.00 life Spell crit. chance: +13% Defense after a teleport: +27 Resist all after a teleport: +13% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Tarryhell the Weepstriker (5 def, 8 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +15 (+2 eff.) Armour: +8 Defense: +5 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 55% Changes stats: +4 Cun / +2 Con Changes resistances: +39% darkness / +15% all Changes resistances penetration: +5% physical Changes damage: +25% light / +3% physical / +56% darkness / +15% all Spellpower: +28 (+6 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
Inventory
 stormshield rune of the titan (threshold 58; blocks 5; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 58 up to 5 times. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 stormshield rune of the warrior (threshold 60; blocks 7; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 60 up to 7 times. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects!  | 
 Belofast =crit multi/sp/shield pen=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Mag Changes resistances penetration: +26% temporal Changes damage: +33% blight / +13% fire Critical mult.: +18.00% Spellpower: +45 (+9 eff.) Damage Shield penetration: +32% Amulets make your neck look great!  | 
 CyrussraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +19% fire / +5% arcane / +19% cold Critical mult.: +20.00% Mana each turn: +0.08 Vim when firing critical spell: +2.00 Maximum vim: +50.00 Spellpower: +30 (+6 eff.) Spell crit. chance: +2% Amulets make your neck look great!  | 
 Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck.  | 
 Glareoath the voratun amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +19 Dex Changes resistances: +9% temporal / +15% fire / +38% light / +26% darkness Blindness immunity: +38% Amulets make your neck look great!  | 
 Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 404 strength, based on Magic) for 5 turns Activation costs 21 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror.  | 
 The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you."  | 
 VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet.  | 
 Zanesta =shield pen=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Mag Mental save: +6 (+2 eff.) Mana each turn: +0.25 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +24.00 Mental crit. chance: +2% Damage Shield penetration: +30% Amulets make your neck look great!  | 
 copper amulet 'Arelema'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Wil / +3 Cun Changes resistances: +10% fire / +10% cold Amulets make your neck look great!  | 
 copper amulet 'Olalin'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +3% blight / +6% temporal Cut immunity: +20% Pinning immunity: +20% Life regen: +2.00 Only die when reaching: -20.00 life Maximum life: +20.00 Amulets make your neck look great!  | 
 steel amulet 'Urthumarach'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +6% mind / +12% darkness Changes damage: +5% light / +5% temporal / +5% darkness / +5% physical Spell save: +6 (+2 eff.) Cut immunity: +10% Stun/Freeze immunity: +20% Maximum life: +100.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great!  | 
 voratun amulet 'Lorachak'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Fatigue: -10% Changes stats: +7 Wil Changes resistances: +6% darkness Mental save: +6 (+2 eff.) Blindness immunity: +32% Cut immunity: +21% Pinning immunity: +10% Life regen: +3.00 Maximum life: +60.00 Infravision radius: +8 Sight radius: +2 See invisible: +13 Healing mod.: +21% Amulets make your neck look great!  | 
 voratun amulet 'Lustreraze'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +15 (+2 eff.) Armour: +6 Defense: +5 (+1 eff.) Fatigue: -9% Changes stats: +9 Dex / +14 Cun / +18 Con Changes damage: +3% light Physical save: +21 (+11 eff.) Spell save: +20 (+7 eff.) Mental save: +25 (+8 eff.) Life regen: +5.00 Stamina each turn: +3.40 Movement speed: +10% Amulets make your neck look great!  | 
 Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it.  | 
 ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 148.30 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s) Activation costs 28 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise.  | 
 Infernoward the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Damage when hit (Melee): 4 physical Changes resistances: +2% physical Changes resistances penetration: +5% fire Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great!  | 
 Kerion the PhlegmwakerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 36 Damage when hit (Melee): 6 blight / 2 nature Changes stats: +9 Cun / +8 Mag Changes resistances: +19% blight Changes damage: +10% blight Spellpower: +11 (+3 eff.) Rings make your fingers look great!  | 
 NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 43 power out of 50/50) : Effective talent level: 2.6 Power cost: 43 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 167% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it.  | 
 UnrihekCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Defense: +15 (+3 eff.) Changes stats: +6 Dex / +2 Con Changes damage: +9% arcane Critical mult.: +15.00% Reduces incoming crit damage: 15.00% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +100.00 Spell crit. chance: +6% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great!  | 
 Xanyth the SnoworacleInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +3 Str / +4 Con Changes damage: +9% cold Physical save: +6 (+3 eff.) Only die when reaching: -20.00 life Rings make your fingers look great!  | 
 Zubuvena =3 dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 arcane Changes stats: +3 Dex Changes resistances: +3% fire Changes resistances penetration: +5% arcane Changes damage: +3% blight Maximum encumbrance: +22 Rings make your fingers look great!  | 
 painweaver's copper ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+1 eff.) Defense: +6 (+1 eff.) Changes damage: +5% all Spellpower: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Movement speed: +11% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 2.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great!  | 
 Spellblade (50-70 power, 0 apr)Requires: - Magic 28 - Strength 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 50.0 - 70.0 Uses stats: 70% Mag, 90% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane Spellpower: +25 (+5 eff.) Spell crit. chance: +9% Light radius: +1 Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff.  | 
 Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 170 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust."  | 
 Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 417, based on Magic) for 10 turns Activation costs 17 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira.  | 
 blurring rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+2 eff.) Changes resistances: +6% blight Stealth bonus: +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist.  | 
 Cyretta the Blastraptor (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +15% acid / +24% physical / +15% all Changes resistances penetration: +10% lightning / +15% acid Changes damage: +3% lightning / +24% physical / +18% light / +18% darkness / +6% acid Silence immunity: +31% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +25 (+5 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Drustir the silk robe (0 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Armour: +4 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 36 Changes stats: +3 Str / +5 Mag / +5 Wil / +3 Cun / +2 Con Changes resistances: +3% blight / +1% physical / +13% all Changes damage: +13% light / +14% darkness Silence immunity: +40% Mana each turn: +0.30 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +85.00 Spellpower: +52 (+11 eff.) Spell crit. chance: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Fester's kiss (9 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +9 (+2 eff.) Fatigue: +3% Changes stats: +7 Dex / +4 Mag / +4 Wil / +8 Cun Changes resistances penetration: +20% mind Changes damage: +12% nature Physical save: +6 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Equilibrium when hit: +0.08 Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Silirin the Shiverwell (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +4.0% Physical power: +5 (+0 eff.) Armour: +5 Fatigue: +4% Changes stats: +6 Cun / +5 Wil Changes resistances: +6% cold Critical mult.: +20.00% Physical save: +13 (+7 eff.) Spell save: +15 (+5 eff.) Mental save: +12 (+4 eff.) Spellpower: +11 (+3 eff.) Mindpower: +20 (+6 eff.) Mental crit. chance: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 pair of drakeskin leather boots 'Durarim' (15 def, 11 armour) =SP AND CRTIT=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Defense: +15 (+3 eff.) Changes stats: +5 Dex / +5 Mag / +6 Wil Changes damage: +9% arcane Physical save: +9 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +38 (+8 eff.) Spell crit. chance: +4% A pair of boots made of leather.  | 
 pair of hardened leather boots 'Cyroldara' (0 def, 3 armour) =shield pen=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Mag Changes resistances: +11% fire / +11% cold Changes resistances penetration: +20% blight / +25% arcane Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +100.00 Damage Shield penetration: +30% A pair of boots made of leather.  | 
 Healpulverizer the cashmere wizard hat (2 def, 0 armour) =mana crit criu multi=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes damage: +6% nature Critical mult.: +20.00% Spell save: +6 (+2 eff.) Psi each turn: +0.18 Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +6% A pointy cloth hat, very wizardly...  | 
 Splendourschism (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +9 Fatigue: +1% Changes stats: +3 Dex / +2 Con Changes damage: +12% physical Physical save: +3 (+2 eff.) Light radius: +1 A cap made of leather.  | 
 elven-silk wizard hat 'Boratar' (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +20% darkness / +18% physical Changes resistances penetration: +25% arcane Changes damage: +12% acid / +18% physical / +6% arcane / +17% darkness Mana each turn: +3.30 Mana when hit: +3.00 Maximum mana: +95.00 Maximum hate: +11.00 Spellpower: +14 (+3 eff.) Spell crit. chance: +5% Mindpower: +9 (+3 eff.) Mental crit. chance: +4% It can be used to activate talent Manaflow, placing all other charms into a 34 cooldown : Effective talent level: 1.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly...  | 
 190 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.  | 
 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel.  | 
 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 voratun pickaxe 'Chamantir' (dig speed 23 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +20 Physical power: +9 (+1 eff.) Changes stats: +7 Str Changes resistances: +6% temporal / +3% light / +3% nature Changes resistances penetration: +15% mind Changes damage: +12% mind Critical mult.: +20.00% Silence immunity: +10% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 4.0 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways.  | 
 Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood.  | 
 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Balyyadar =shield pemn mana regen=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +5% arcane Changes damage: +15% arcane Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Light radius: +5 Damage Shield penetration: +20% 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.  | 
 Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(88 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
 alchemist's lamp 'Quenchfame'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +8.0% Physical power: +7 (+1 eff.) Damage when hit (Melee): 10 cold Changes stats: +5 Wil Changes resistances penetration: +8% all Critical mult.: +13.00% Stamina each turn: +3.00 Light radius: +9 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself.  | 
 Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord.  | 
 Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.  | 
 Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating.  | 
 Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it.  | 
 Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch.  | 
 Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb.  | 
 Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb.  | 
 Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer.  | 
 Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot.  | 
 11 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 13 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 819.92 fire damage (based on Magic) Activation costs 43 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell.  | 
 Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 177% of the healing done. This effect scales with your Magic stat. Activation costs 64 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it.  | 
 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 172 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.  | 
 Saluriaba the stralite torque of psionic shield [power 111]  (22 cooldown) =20 crit multi=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour: +4 Changes stats: +5 Str / +2 Wil / +6 Con Changes resistances penetration: +25% physical Critical mult.: +20.00% Only die when reaching: -40.00 life It can be used to setup a psionic shield, reducing all damage taken by 111 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Heal for 92. Torques are made by powerful psionics to store psionic powers.  | 
 dwarven-steel torque of clear mind 'Frozensquall' [power 2]  (22 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 8 cold Changes resistances: +6% cold Changes resistances penetration: +10% arcane Changes damage: +3% arcane It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase all damage penetration by 15% for 2 turns. * Gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 Rhuhell the Wildnaught [power 428]  (13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 55% Damage when hit (Melee): 2 nature Changes resistances: +3% fire Changes resistances penetration: +15% nature Changes damage: +9% fire It can be used to sting an enemy dealing 621 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 20% for 2 turns. * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power.  | 
 Ulerothad [power 116]  (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +5% arcane / +3% lightning Confusion immunity: +20% Maximum life: +40.00 Healing mod.: +5% It can be used to sting an enemy dealing 168 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power.  | 
 Layethra the Duathelrigor [power 266]  (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 10 blight Changes resistances penetration: +25% blight / +25% physical / +20% darkness Stamina each turn: +3.00 Only die when reaching: -60.00 life It can be used to create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Salirariata [power 560]  (13 cooldown) =47 crity multi??=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour penetration: +9 Changes stats: +3 Str Changes resistances penetration: +34% physical Critical mult.: +46.91% Stamina each turn: +4.04 Spellpower on spell critical (stacks up to 3 times): +8 Only die when reaching: -60.00 life Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 164 lightning damage and will be dazed for 1 turn (823 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.  | 
 Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away.  | 
 5 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 6 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 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.  | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
			A dangerous secret (Insane (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By Shazam the Cornac Shadowblade level 35
28th Pyre 123rd year of Ascendancy at 03:59 see stats
			A different point of view (Insane (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Shazam the Cornac Shadowblade level 50
4th Mirth 124th year of Ascendancy at 21:08 see stats
			Against all odds (Insane (Roguelike) difficulty)
			Killed Ukruk in the ambush.By Shazam the Cornac Shadowblade level 35
26th Pyre 123rd year of Ascendancy at 13:19 see stats
			Atamathoned! (Insane (Roguelike) difficulty)
			Killed the giant golem Atamathon after foolishly reactivating it.By Shazam the Cornac Shadowblade level 50
34th Haze 124th year of Ascendancy at 08:06 see stats
			Back and there again (Insane (Roguelike) difficulty)
			Opened a portal to the Far East from Maj'Eyal.By Shazam the Cornac Shadowblade level 44
65th Haze 123rd year of Ascendancy at 21:51 see stats
			Brave new world (Insane (Roguelike) difficulty)
			Went to the Far East and took part in the war.By Shazam the Cornac Shadowblade level 38
15th Dusk 123rd year of Ascendancy at 14:49 see stats
			Bringer of Doom (Insane (Roguelike) difficulty)
			Killed a Bringer of Doom.By Shazam the Cornac Shadowblade level 33
16th Pyre 123rd year of Ascendancy at 14:02 see stats
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Shazam the Cornac Shadowblade level 9
10th Dusk 122nd year of Ascendancy at 23:02 see stats
			Destroyer's bane (Insane (Roguelike) difficulty)
			Killed Golbug the Destroyer.By Shazam the Cornac Shadowblade level 37
11st Dusk 123rd year of Ascendancy at 23:45 see stats
			Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Shazam the Cornac Shadowblade level 33
17th Pyre 123rd year of Ascendancy at 01:31 see stats
			Earth Master (Insane (Roguelike) difficulty)
			Killed Harkor'Zun.By Shazam the Cornac Shadowblade level 28
71st Regrowth 123rd year of Ascendancy at 05:27 see stats
			Evil denied (Insane (Roguelike) difficulty)
			Won ToME by preventing the Void portal from opening.By Shazam the Cornac Shadowblade level 50
25th Haze 124th year of Ascendancy at 12:23 see stats
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Shazam the Cornac Shadowblade level 24
46th Regrowth 123rd year of Ascendancy at 11:16 see stats
			Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Shazam the Cornac Shadowblade level 29
72nd Regrowth 123rd year of Ascendancy at 14:27 see stats
			Fear me not! (Insane (Roguelike) difficulty)
			Survived the Fearscape!By Shazam the Cornac Shadowblade level 28
71st Regrowth 123rd year of Ascendancy at 05:07 see stats
			Fear of Fours (Insane (Roguelike) difficulty)
			Killed all four bosses of the Slime Tunnels.By Shazam the Cornac Shadowblade level 50
5th Dusk 124th year of Ascendancy at 02:34 see stats
			Gem of the Moon (Insane (Roguelike) difficulty)
			Completed the Master Jeweler quest with Limmir.By Shazam the Cornac Shadowblade level 50
47th Dusk 124th year of Ascendancy at 05:55 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Shazam the Cornac Shadowblade level 10
26th Dusk 122nd year of Ascendancy at 05:32 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Shazam the Cornac Shadowblade level 20
40th Haze 122nd year of Ascendancy at 11:28 see stats
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By Shazam the Cornac Shadowblade level 30
75th Regrowth 123rd year of Ascendancy at 01:50 see stats
			Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.By Shazam the Cornac Shadowblade level 40
31st Dusk 123rd year of Ascendancy at 23:26 see stats
			Level 50 (Insane (Roguelike) difficulty)
			Got a character to level 50.By Shazam the Cornac Shadowblade level 50
13rd Regrowth 124th year of Ascendancy at 22:35 see stats
			Orcrist (Insane (Roguelike) difficulty)
			Killed the leaders of the Orc Pride.By Shazam the Cornac Shadowblade level 50
4th Mirth 124th year of Ascendancy at 15:22 see stats
			Poisonous (Insane (Roguelike) difficulty)
			Sided with the assassin lord.By Shazam the Cornac Shadowblade level 35
3rd Dusk 123rd year of Ascendancy at 14:44 see stats
			Race through fire (Insane (Roguelike) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Shazam the Cornac Shadowblade level 49
13rd Regrowth 124th year of Ascendancy at 22:25 see stats
			Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Shazam the Cornac Shadowblade level 44
65th Haze 123rd year of Ascendancy at 04:03 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Shazam the Cornac Shadowblade level 35
9th Dusk 123rd year of Ascendancy at 03:35 see stats
			Sliders (Insane (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.By Shazam the Cornac Shadowblade level 38
12nd Dusk 123rd year of Ascendancy at 03:35 see stats
			Tactical master (Insane (Roguelike) difficulty)
			Fought the two Sorcerers without closing any invocation portals.By Shazam the Cornac Shadowblade level 50
25th Haze 124th year of Ascendancy at 12:23 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Shazam the Cornac Shadowblade level 7
5th Mirth 122nd year of Ascendancy at 11:38 see stats
			The Legend of Garkul (Insane (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By Shazam the Cornac Shadowblade level 46
74th Haze 123rd year of Ascendancy at 04:38 see stats
			The Sun Still Shines (Insane (Roguelike) difficulty)
			Aeryn survived the last battle.By Shazam the Cornac Shadowblade level 50
25th Haze 124th year of Ascendancy at 12:23 see stats
			The bigger the better! (Insane (Roguelike) difficulty)
			Did over 3000 damage in one attack.By Shazam the Cornac Shadowblade level 50
56th Regrowth 124th year of Ascendancy at 19:14 see stats
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Shazam the Cornac Shadowblade level 8
8th Flare 122nd year of Ascendancy at 11:22 see stats
			There and back again (Insane (Roguelike) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Shazam the Cornac Shadowblade level 40
37th Dusk 123rd year of Ascendancy at 11:55 see stats
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Shazam the Cornac Shadowblade level 25
54th Regrowth 123rd year of Ascendancy at 08:08 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Shazam the Cornac Shadowblade level 17
4th Haze 122nd year of Ascendancy at 02:19 see stats
			Vampire crusher (Insane (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Shazam the Cornac Shadowblade level 34
25th Pyre 123rd year of Ascendancy at 14:29 see stats
Log
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 35th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
There is a Last Hope (Town) here (press '' or right click to use).
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
You feel very confident walking into this place.
Saving game...
Saving done.
Ran for 10 turns (stop reason: interesting terrain).
There is no portal to activate here.
Shazam deactivates Stealth.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot in sight of the Gates of Morning, with no trace of the portal...
Saving game...
There is a Gates of Morning (Town) here (press '' or right click to use).
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Talent Stealth is ready to use.
Shazam activates Stealth.
Saving done.



















































































































































