










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| 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 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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:
 Better Item Description 1.7.2This 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! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Female | 
| Race | Dwarf | 
| Class | Reaver | 
| Level / Exp | 15 / 89% | 
| Size | medium | 
| Lifes / Deaths | Killed by thought-forged bowman at level 15 on the 8th Wealth 122nd year of Ascendancy at 22:10/ 1 | 
Primary Stats
| Strength | 34 (base 24) | 
| Dexterity | 17 (base 17) | 
| Constitution | 16 (base 10) | 
| Magic | 37 (base 39) | 
| Willpower | 16 (base 10) | 
| Cunning | 18 (base 14) | 
Resources
| Life | -243/410 | 
| Vim | 48/183 | 
| Healing Factor | 1.0545771506545 | 
| Regeneration | 2.3727985889726 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +15% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| Infravision | 2 | 
| See Invisible | 9 | 
Offense: Mainhand
| Damage | 48 | 
| Accuracy | 42 | 
| Crit Chance | 6% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 35 | 
| Accuracy | 42 | 
| Crit Chance | 5% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 31 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 18 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +12% | 
| Lightning | +10% | 
| Light | +6% | 
| Darkness | +10% | 
| Blight | +10% | 
| Arcane | +3% | 
| Cold | +25% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +20% | 
| Arcane | +15% | 
| Cold | +15% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 6 (30%) | 
| Defense | 23 | 
| Ranged Defense | 23 | 
| Fatigue | 2 | 
| Physical Save | 31 | 
| Spell Save | 22 | 
| Mental Save | 24 | 
Defense: Resistances
| Blight | + 16%( 70%) | 
| Physical | + 9%( 70%) | 
| Cold | + 30%( 70%) | 
| All | + 7%( 70%) | 
| Darkness | + 26%( 70%) | 
| Temporal | + 12%( 70%) | 
| Lightning | + 25%( 70%) | 
| Fire | + 10%( 70%) | 
| Nature | + 13%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 163 damage for 4 turns. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 514% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use 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 instantly heal yourself for 80 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. | 
Class Talents
| Corruption / Scourge | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Reaving combat | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Rot | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Vim | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Sanguisuge | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Bone | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Corruption / Plague | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Torment | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 4/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
Effects
Quests
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave | active | 
| You failed to protect the lost tinker from death by Beaver.Escort: lost tinker (level 1 of Ruins of Kor'Pul) | failed | 
| Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.From bellow, it devours Maybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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. | active | 
| 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.Reknor is lost! When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 6 lumberjacks have died. | done | 
Equipment
| On feet |  pair of iron boots 'Erochik' (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun +1 Con dps ---------- Res.pen +20% physical ----- def ----- Armour +3 Fatigue +2% Resists +3% lightning Phys.save +20 (+10 eff.) Mind.save +11 (+6 eff.) Die.at -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  bright brass lantern of health 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  Cloud Caller (0 def, 0 armour) 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 24.00 to 72.00 lightning damage (48.00 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. | 
| Tool |  Geteleg [power 206]  (15 cooldown) 2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +1 Dex +1 Wil ----- def ----- Crit.dmg- 5.00% ---------- misc See.Invis +9 Sting an enemy dealing 206 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 26% for 2 turns. 100% to increase all damage penetration by 14% for 2 turns. 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  copper ring 'Beruhell' 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Defense +10 (+5 eff.) Resists +20% darkness +2% physical Crit.dmg- 15.00% Die.at -40.00 life ---------- misc Stam/turn +1.00 Infravis +2 Rings make your fingers look great! | 
| On fingers |  savior's steel ring of blight (+10%) 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% blight ----- def ----- Resists +10% blight Phys.save +6 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! | 
| Around waist |  Beligara 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex ----- def ----- Armour +2 Resists +6% lightning +5% temporal Die.at -20.00 life ---------- misc Stam/turn +3.00 A belt that goes around your waist. | 
| In main hand |  Daginarifast the Flashpain (16-22 power, 2 apr) 3.0 T1 waraxe 1H weapon [Rare] Master Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 fire While equipped: Stats +4 Str +2 Wil dps ---------- Dmg.mod +6% light ----- def ----- Resists +3% fire One-handed war axes. | 
| On hands |  Xuvena the rough leather gloves (0 def, 1 armour) 1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% acid On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +1 Resists +6% nature HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| In off hand |  elemental iron longsword of projection (11-15 power, 2 apr) 3.0 T1 longsword 1H weapon [Ego++] Arcane/Psionic Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * Create an explosion dealing 53 cold damage (1/turn) * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +5% cold Res.pen +7% cold Sharp, long, and deadly. | 
| Cloak |  linen cloak 'Anoretir' (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Cun +2 Con dps ---------- Spell.crit +1% Dmg.mod +3% acid +3% arcane Res.pen +15% arcane ----- def ----- Defense +1 (+1 eff.) Crit.dmg- 5.00% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Silk Current (12 def, 0 armour) 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 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. | 
Inventory
|  regeneration infusion (heal 60; 17 cd) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  shatter afflictions rune of the sneak (absorb 64; cd 13) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 64 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  hateful iron waraxe of erosion (12-17 power, 2 apr) 3.0 T1 waraxe 1H weapon [Ego] Nature/Psionic Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 darkness +5 nature Against +5% Living One-handed war axes. | 
|  spellcowled linen cloak of Iron Throne (1 def, 0 armour) 2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +1 Str +2 Mag +2 Wil +1 Con ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Baluyon (0 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str +3 Mag +3 Con ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. | 
|  Mardeblek the Fogglean (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +15 (+8 eff.) Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 11% ----- def ----- Armour +1 Fatigue +1% HP.reg +1.00 ---------- misc Stam/turn +0.70 Psi/ret +0.04 Max.stam +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Emeda the Blinddream (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +10% darkness ----- def ----- Armour +3 Fatigue +5% Resists +3% nature Silence- +20% Knockbk- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  linen wizard hat 'Hathethad' (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Mag dps ---------- Phys.pwr +20 (+6 eff.) Dmg.mod +12% fire Acc +10 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +18% fire A pointy cloth hat, very wizardly... | 
|  impenetrable iron plate armour of implacability (0 def, 17 armour) 17.0 T1 massive armor Reqs Massive armour training [Ego+] Master While equipped: ----- def ----- Armour +17 Fatigue +18% Phys.save +6 (+3 eff.) A suit of armour made of metal plates. | 
|  quiver of elm arrows 'Dawnmaster' (14/14, 14-20 power, 5 apr) 3.0 T1 arrow ammo [Rare] Psionic Power 14.0 - 19.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 14 Ranged+ +12 light +11 physical On Hit.r1 +20 light On Crit.r2 +8 fire On Hit: * 20% chance to knock the target back 3 spaces and deal 56 physical damage Arrows are used with bows to pierce your foes to death. | 
|  2 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. | 
|  185 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. | 
|  Tooth of the Mouth (dig speed 12 turns) 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
|  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. | 
|  iron pickaxe of endurance (dig speed 40 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  iron pickaxe of endurance (dig speed 36 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  miner's iron pickaxe (dig speed 29 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  3 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. | 
|  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. | 
|  brass lantern 'Sootquell' 2.0 T1 lite [Rare] Master While equipped: dps ---------- Melee Ret 2 acid ----- def ----- Resists +6% darkness +3% lightning Crit.dmg- 15.00% Heal.mod +5% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +5 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. | 
|  Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 387/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest 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. | 
|  Lightbrawn the elm wand of shielding [power 110]  (20 cooldown) 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Con dps ---------- Res.pen +10% physical Acc +10 (+4 eff.) ----- def ----- Defense +10 (+5 eff.) ---------- misc Stam/turn +1.00 Light +1 Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  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. | 
|  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. | 
|  3 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. | 
Achievements
 Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Beaver the Dwarf Reaver level 13
40th Profit 122nd year of Ascendancy at 19:44 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 Beaver the Dwarf Reaver level 10
16th Profit 122nd year of Ascendancy at 01:46 see stats
 Squadmate (Insane (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate (Insane (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By Beaver the Dwarf Reaver level 6
19th Voratun 122nd year of Ascendancy at 08:49 see stats
 That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.
			That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Beaver the Dwarf Reaver level 15
8th Wealth 122nd year of Ascendancy at 22:05 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Beaver the Dwarf Reaver level 11
24th Profit 122nd year of Ascendancy at 11:44 see stats
Log
Beaver casts Water Jet.
Lisitha the deformed war bear is stunned!
Beaver hits Lisitha the deformed war bear for 23 physical, 10 cold, 15 blight, 4 fire, 0 arcane, 4 blight, 9 blight, 0 arcane, 4 blight, 4 fire, 0 arcane, 4 blight, 14 physical, 0 arcane, 4 blight (96 total damage).
Beaver hits Thought-forged bowman for 3 mind, 0 arcane, 3 blight, 30 cold (36 total damage).
Beaver hits Something for 9 to psi, 12 cold (21 total damage).
Ruin hits Beaver for 1 healing, 1 healing (0 total damage) [2 healing].
Lisitha the deformed war bear hits Beaver for 19 physical damage.
Melee retaliation hits Lisitha the deformed war bear for 4 cold damage.
Thought-forged bowman shoots!
Beaver has recovered from poor sleep.
Beaver overcomes the gloom
Mindrot hits Beaver for 2 mind, 2 darkness (3 total damage).
Mindrot hits Carrion worm mass for 2 mind, 2 darkness (4 total damage).
Thought-forged bowman's Shoot hits Beaver for 39 physical damage.
Carrion worm mass's wormblight area effect hits Lisitha the deformed war bear for 19 blight damage.
Beaver hits Lisitha the deformed war bear for 13 lightning damage.
Carrion worm mass hits Lisitha the deformed war bear for 6 physical damage.
Beaver hits Lisitha the deformed war bear for 38 physical, 7 fire, 0 arcane, 8 blight, 27 physical, 0 arcane, 9 blight (89 total damage).
Beaver hits Thought-forged bowman for 6 mind, 0 arcane, 7 blight, 66 cold (80 total damage).
Beaver hits Something for 20 to psi, 27 cold (46 total damage).
Ruin hits Beaver for 2 healing, 2 healing, 2 healing (0 total damage) [6 healing].
Lisitha the deformed war bear hits Beaver for 18 physical damage.
Melee retaliation hits Lisitha the deformed war bear for 8 cold damage.
Thought-forged bowman uses Steady Shot.
Mindrot hits Beaver for 2 mind, 2 darkness (3 total damage).
Mindrot hits Carrion worm mass for 2 mind, 2 darkness (4 total damage).
Carrion worm mass's wormblight area effect hits Lisitha the deformed war bear for 19 blight damage.
Thought-forged bowman's Steady Shot hits Beaver for 52 physical damage.
Beaver the level 15 dwarf reaver was pierced to death by a thought-forged bowman on level 1 of Heart of the Gloom.















































