











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! 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:
 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 Adventure | 
| Sex | Male | 
| Race | Ogre | 
| Class | Reaver | 
| Level / Exp | 19 / 64% | 
| Size | big | 
| Lifes / Deaths | Killed by Mayiyaba the slumbering wolf at level 12 on the 8th Dusk 122nd year of Ascendancy at 01:310 / 6 Killed by Beleranne the red crystal at level 19 on the 24th Dusk 122nd year of Ascendancy at 10:34 Killed by Poluma the white crystal at level 19 on the 25th Dusk 122nd year of Ascendancy at 17:27 Killed by Islumina the giant army ant at level 19 on the 25th Dusk 122nd year of Ascendancy at 22:15 Killed by Islumina the giant army ant at level 19 on the 26th Dusk 122nd year of Ascendancy at 00:06 Killed by Islumina the giant army ant at level 19 on the 26th Dusk 122nd year of Ascendancy at 01:55 | 
Primary Stats
| Strength | 52 (base 40) | 
| Dexterity | 10 (base 11) | 
| Constitution | 17 (base 10) | 
| Magic | 55 (base 45) | 
| Willpower | 12 (base 10) | 
| Cunning | 18 (base 10) | 
Resources
| Life | -48/664 | 
| Vim | 76/290 | 
| Healing Factor | 1.262941519274 | 
| Regeneration | 9.0300318628089 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 2 | 
| See Invisible | 18 | 
Offense: Mainhand
| Damage | 68 | 
| Accuracy | 49 | 
| Crit Chance | 6% | 
| APR | 7 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 35 | 
| Accuracy | 49 | 
| Crit Chance | 5% | 
| APR | 16 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 37 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 20 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +10% | 
| Light | +17% | 
| Blight | +12% | 
| Physical | +7% | 
| Mind | +4% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +6% | 
| Temporal | +10% | 
Defense: Base
| Armour (hardiness) | 26.317011280365 (72.903125182002%) | 
| Defense | 9 | 
| Ranged Defense | 9 | 
| Fatigue | 10 | 
| Physical Save | 26 | 
| Spell Save | 39 | 
| Mental Save | 28 | 
Defense: Resistances
| Cold | + 3%( 70%) | 
| Lightning | + 29%( 70%) | 
| Light | + 3%( 70%) | 
| Temporal | + 3%( 70%) | 
| Blight | + 6%( 70%) | 
| Mind | + 12%( 70%) | 
| Fire | + 9%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Disarm Resistance | 13% | 
| Poison Resistance | 10% | 
| Instadeath Resistance | 100% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 14 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 458 damage for 3 turns. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 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. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 466% 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 Constitution stat. | 
Class Talents
| Corruption / Scourge | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Corruption / Reaving combat | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Corruption / Rot | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Corruption / Vim | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Sanguisuge | 1.00 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Bone | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Corruption / Plague | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Generic Talents
| Race / Ogre | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Corruption / Torment | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.Echoes of the Spellblaze There are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done | 
| You failed to protect the lone alchemist from death by white jelly.Escort: lone alchemist (level 3 of Trollmire) | failed | 
| You failed to protect the lost defiler from death by Poryda the multi-hued crystal.Escort: lost defiler (level 2 of Old Forest) | failed | 
| You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest.Escort: lost defiler (level 3 of Old Forest) As a reward you improved Magic by +5. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it?Hunt for the legendary Plumpkin! You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 | 
| 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. * 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. | 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 vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed warg claw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 4 lumberjacks have died. | done | 
Equipment
| On feet |  Grinigodin the Rimescar (5 def, 3 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +3 Defense: +5 (+5 eff.) Fatigue: +2% Damage when hit (Melee): 2 cold Changes stats: +1 Str / +3 Wil / +3 Cun Critical mult.: +10.00% Physical save: +8 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  preserving brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +6% blight Life regen: +3.00 Maximum life: +43.00 Light radius: +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. | 
| On head |  linen wizard hat 'Xeremira' (1 def, 2 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +3 Cun Mental save: +6 (+3 eff.) Poison immunity: +10% Only die when reaching: -40.00 life Maximum life: +80.00 A pointy cloth hat, very wizardly... | 
| On hands |  Ravenstrike the iron gauntlets (0 def, 1 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +3 Armour: +1 Fatigue: +1% Damage (Melee): 6 mind Damage when hit (Melee): 4 darkness Changes stats: +2 Con Changes resistances: +6% mind / +9% fire Changes damage: +4% mind Maximum stamina: +20.00 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. | 
| Tool |  Eremybers the Nimbuswrest [power 43]  (6/25 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +1 Str / +1 Mag Changes resistances: +9% lightning See invisible: +6 It can be used to setup a psionic shield, reducing all damage taken by 43 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 1. * Reduce 2 talent cooldowns by 2. * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  savage's copper ring of luminosity Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 10 light Changes stats: +2 Con / +2 Mag Changes damage: +11% light Spell save: +10 (+4 eff.) Maximum stamina: +11.00 Rings make your fingers look great! | 
| On fingers |  mule's copper ring of lightning (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +20% lightning Changes damage: +10% lightning Maximum encumbrance: +20 Rings make your fingers look great! | 
| Around neck |  copper amulet 'Arikath' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +2 Str Changes resistances: +3% temporal Changes damage: +9% blight Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! | 
| In main hand |  Falomnir the dwarven-steel mace (26-36 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Accuracy: +13 (+5 eff.) Physical power: +10 (+4 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 20 Changes stats: +4 Str / +1 Con Changes resistances penetration: +6% physical Changes damage: +7% physical Disarm immunity: +13% Mindpower: +5 (+2 eff.) Mental crit. chance: +3% Blunt and deadly. | 
| Around waist |  Isudheth Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 2 physical Changes stats: +1 Wil Life regen: +0.90 Light radius: +1 Infravision radius: +2 See invisible: +12 Healing mod.: +10% A belt that goes around your waist. | 
| In off hand |  steel mace 'Tideream' (16-22 power, 13 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 Damage Shield penetration (this weapon only): +10% Damage (Melee): +5 light Damage against: +11% Undead When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% cold Changes resistances penetration: +10% temporal Blunt and deadly. | 
| Cloak |  resilient linen cloak of Iron Throne (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Earilegas the Brightnight (2 def, 12 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 2 light Changes resistances: +6% mind / +3% light Changes damage: +6% light / +3% blight Mental save: +14 (+7 eff.) Life regen: +3.00 Maximum life: +20.00 Healing mod.: +10% A suit of armour made of mail. | 
Inventory
|  wild infusion of the warrior (res 32%; physical; dur 2; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  steel amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets make your neck look great! | 
|  This item will automatically be transmogrified when you leave the level. warrior's copper amulet of mastery (0.15 Cunning / Survival) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Talent mastery: +0.15 Cunning / Survival Stamina each turn: +0.30 Amulets make your neck look great! | 
|  steel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! | 
|  steel ring 'Camarach' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +11% mind / +3% physical Changes resistances penetration: +10% arcane Changes damage: +11% mind / +9% arcane Spell save: +9 (+3 eff.) Maximum vim: +50.00 Rings make your fingers look great! | 
|  This item will automatically be transmogrified when you leave the level. arcing steel battleaxe of daylight (19-28 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 64 damage Damage (Melee): +13 light Damage against: +14% Undead Massive two-handed battleaxes. | 
|  This item will automatically be transmogrified when you leave the level. steel greatmaul of phasing (30-44 power, 12 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Crit. chance: +1.0% Attack speed: 100% Damage Shield penetration (this weapon only): +17% Massive two-handed mauls. | 
|  This item will automatically be transmogrified when you leave the level. mighty ash longbow of enduring Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +3 Str / +9 Wil / +8 Con Maximum life: +45.00 Longbows are used to shoot arrows at your foes. | 
|  This item will automatically be transmogrified when you leave the level. Borylin the elm vilestaff (13-16 power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Mag Changes resistances penetration: +10% blight Changes damage: +13% fire Talent granted: +1 Command Staff Vim when firing critical spell: +2.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +1% Infravision radius: +2 Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. pair of rough leather boots 'Curesweep' (10 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +20 (+7 eff.) Armour: +1 Defense: +10 (+10 eff.) Effects on melee hit: * 10% chance to slow global speed by 39% Damage when hit (Melee): 8 physical Changes stats: +6 Cun / +2 Con Physical save: +11 (+5 eff.) Mental save: +18 (+9 eff.) A pair of boots made of leather. | 
|  This item will automatically be transmogrified when you leave the level. traveler's pair of iron boots of rushing (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +2 Str / +2 Con Maximum encumbrance: +22 Physical save: +6 (+3 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  This item will automatically be transmogrified when you leave the level. Freezewinnow (0 def, 9 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +9 Fatigue: +3% Effects on melee hit: * 10 arcane resource burn Damage (Melee): 8 physical Changes resistances: +9% acid / +9% cold / +12% light / +3% nature Changes damage: +6% physical 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. | 
|  This item will automatically be transmogrified when you leave the level. Coalnigh (0 def, 3 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 12% Changes resistances: +12% mind Critical mult.: +15.00% Mental save: +11 (+5 eff.) Confusion immunity: +22% Equilibrium when hit: +0.16 Psi when hit: +0.12 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  This item will automatically be transmogrified when you leave the level. iron mail armour 'Nimbusspawner' (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to slow global speed by 39% Changes resistances: +9% lightning / +5% physical / +6% temporal / +21% cold Changes resistances penetration: +5% lightning Physical save: +11 (+5 eff.) A suit of armour made of mail. | 
|  This item will automatically be transmogrified when you leave the level. Eclipsetrail the steel plate armour (7 def, 14 armour) Requires: - Massive armour training - Strength 28 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +7 (+7 eff.) Fatigue: +22% Effects on melee hit: * 20% chance to reduce armor by 30% Damage when hit (Melee): 10 darkness Changes stats: +2 Cun Changes resistances penetration: +25% darkness Mental save: +12 (+6 eff.) A suit of armour made of metal plates. | 
|  4 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  128 alchemist agate 0.00 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. | 
|  2 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  2 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  2 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  sapper's iron pickaxe (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  5 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  Rod of Recall (1/1) 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 202 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 Chest Powered 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. | 
|  Carrionglory the elm totem of healing [power 116]  (6/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 39% Changes stats: +1 Cun / +1 Dex Reduces incoming crit damage: 5.00% It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 38. Natural totems are made by powerful wilders to store nature power. | 
|  2 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  6 ametrine 0.00 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. | 
|  4 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  6 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Chuck the Ogre Reaver level 9
3rd Flare 122nd year of Ascendancy at 21:31 see stats
 Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Chuck the Ogre Reaver level 10
1st Dusk 122nd year of Ascendancy at 08:48 see stats
 The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Chuck the Ogre Reaver level 8
7th Mirth 122nd year of Ascendancy at 21:05 see stats
 The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By Chuck the Ogre Reaver level 8
4th Mirth 122nd year of Ascendancy at 07:23 see stats
 Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Chuck the Ogre Reaver level 15
12nd Dusk 122nd year of Ascendancy at 05:19 see stats
Log
Carrion worm mass's wormblight area effect hits Islumina the giant army ant for 26 blight damage.
Explosive Saw from Islumina the giant army ant hits Chuck for 45 physical damage.
Carrion worm mass's wormblight area effect hits Islumina the giant army ant for 23 blight damage.
The saw embedded in Chuck flies back its source.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 46.
The saw drags Chuck towards Islumina the giant army ant!
Talent Acid Strike is ready to use.
Islumina the giant army ant hits Chuck for 172 fire damage.
Islumina the giant army ant uses Continuous Butchery.
Islumina the giant army ant uses Shield Pummel.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 48.
Islumina the giant army ant is afflicted by a weakness disease!
Islumina the giant army ant is covered in acid!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 42.
Chuck starts to bleed.
Chuck is stunned!
Melee retaliation hits Islumina the giant army ant for 2 physical, 2 light, 4 blight, 2 cold, 4 darkness, 2 physical, 3 light, 5 blight, 2 cold, 4 darkness (30 total damage).
Islumina the giant army ant hits Chuck for (179 to bones), 0 physical, 5 physical, 156 physical, 5 physical (167 total damage).
Islumina the giant army ant is pinned to the ground.
Acid Splash from Chuck hits Islumina the giant army ant for 3 acid damage.
Weakness Disease from Chuck hits Islumina the giant army ant for 10 blight damage.
Chuck uses Infusion: Movement.
Chuck is moving at extreme speed!
Bleeding from Islumina the giant army ant hits Chuck for 20 physical damage.
Chuck the level 19 ogre reaver was raked to death by Islumina the giant army ant on level 4 of Old Forest.
Islumina the giant army ant prepares for the next kill!















































