







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.7 | 
| Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Class Start Priority 1.4.9Edits class birth descriptions to ignore the lore-based race checks when assigning the starting zone. Any race that is not flagged with a no-start-override (i.e. all standard races aside from undead) will now be able to begin in class-based starting areas, such as those for Archmages and Chronomancers. Notably, this should allow most addon races to access these starting areas. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Harbinger 1.5.5 Convenient Digging 1.5.5 Steam-Chemist 1.5.5Adds a new class, the Steam-Chemist (A tinker who picked up alchemy) also attempts to revise alchemist with some quality of life and balance changes. Steamchemists:  One new talent tree : Shrapnel  In addition, they have access to many steam categories. Alch revision description : Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system. Idea is to make mana the limiting factor of alchemists,  1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0:  0.9.10: 0.7.1  0.7.0 -  Overall : -To make throw bomb's damage scaling smoother gems now give these bonusese to damage of throw bomb per tier : + 20%, +35%, +50%, +65%, +70%, with bomb Gems such as diamonds which gave a +% modifier now have that added directly to their power :  Totally revised Explosion Expert, based largely on Minmay's version of the spell Alchemist : Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : Stone Alchemy : Warning : Still needs balancing Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Spell Merchants 1.0.1 Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes: 
 Prodigy Tweaks 1.5.5 Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events. 
 Details: Expanded Details: Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set.  | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Female | 
| Race | Cornac | 
| Class | Alchemist | 
| Level / Exp | 14 / 89% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded  / 0 | 
Primary Stats
| Strength | 54 (base 40) | 
| Dexterity | 45 (base 40) | 
| Constitution | 50 (base 40) | 
| Magic | 51 (base 40) | 
| Willpower | 50 (base 40) | 
| Cunning | 41 (base 40) | 
Resources
| Life | 1986/1986 | 
| Mana | 528/528 | 
| Soul | 10/10 | 
| Healing Factor | 1.4727272727273 | 
| Regeneration | 41.089090909091 | 
Speed
| Mental | +200% | 
| Attack | +200% | 
| Movement | +65% | 
| Spell | +200% | 
| Global | +165% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| Infravision | 10 | 
| See Stealth | 64.566336305226 | 
| See Invisible | 64.566336305226 | 
| ESP Range | 10 | 
| ESP Kinds | dragon, demon/minor, demon/major | 
Offense: Mainhand
| Damage | 116 | 
| Accuracy | 50 | 
| Crit Chance | 12% | 
| APR | 80 | 
| Speed | 0.33 | 
Offense: Spell
| Spellpower | 67 | 
| Crit Chance | 19% | 
| Speed | 0.33333333333333 | 
| Cooldown Reduction | 25.35 | 
Offense: Mind
| Mindpower | 52 | 
| Crit Chance | 15% | 
| Speed | 0.33333333333333 | 
Offense: Damage Bonus
| Acid | +26% | 
| Blight | +46% | 
| Arcane | +26% | 
| Mind | +26% | 
| Physical | +41% | 
| Lightning | +34% | 
| Light | +26% | 
| Temporal | +38% | 
| Cold | +34% | 
| Darkness | +47% | 
| Fire | +112% | 
| Nature | +46% | 
Offense: Damage Penetration
| Acid | +26% | 
| Blight | +26% | 
| Arcane | +26% | 
| Mind | +26% | 
| Physical | +26% | 
| Lightning | +36% | 
| Light | +26% | 
| Temporal | +26% | 
| Cold | +26% | 
| Darkness | +36% | 
| Fire | +73% | 
| Nature | +26% | 
Defense: Base
| Armour (hardiness) | 81 (100%) | 
| Defense | 72 | 
| Ranged Defense | 74 | 
| Fatigue | 0 | 
| Physical Save | 97 | 
| Spell Save | 93 | 
| Mental Save | 97 | 
Defense: Resistances
| Acid | + 72%(100%) | 
| Blight | + 58%(100%) | 
| Arcane | + 53%(100%) | 
| Mind | + 53%(100%) | 
| All | + 36%(100%) | 
| Physical | + 53%(100%) | 
| Lightning | + 94%(100%) | 
| Light | + 53%(100%) | 
| Temporal | + 56%(100%) | 
| Cold | + 77%(100%) | 
| Darkness | + 53%(100%) | 
| Fire | + 72%(100%) | 
| Nature | + 71%(100%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
Inscriptions (3/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn.  | 
Class Talents
| Spell / Fire alchemy | 4.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
| Spell / Jewelcraft | 4.50 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Frost alchemy | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
| Spell / Energy alchemy | 4.10 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Dread | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
| Spell / Necrotic might | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
| Spell / Squire | 9.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
| Spell / Soul | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
| Spell / Dusk | 2.90 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Frost | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Desecration | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
| Spell / Explosive admixtures | 4.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
| Spell / Acid alchemy | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
| Spell / Golemancy | 4.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
| Spell / Undeath | 4.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
| Spell / Advanced-golemancy | 2.50 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
| Spell / Reaping | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
| Spell / Staff combat | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
| Technique / Combat training | 4.30 | 
  | 3/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 5/5 | 
  | 3/5 | 
| Spell / Soulforge | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
| Spell / Stone alchemy | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
Effects
| talent | Flame Infusion | 
| talent | Necrotic Aura | 
| talent | Spirit Feed | 
| talent | Squire: Melee | 
| talent | Soul Link | 
| beneficial effect | Prevents the target from dying until they fall below -374 life. Soul Fragment | 
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest) | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | active | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained!  | active | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 9.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population.  | active | 
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 | 
Equipment
| On feet |  Eredar (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +5 Dex / +1 Cun / +6 Con Grants telepathy: Dragon It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather.  | 
| Quiver |  alchemist opal0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals.  | 
| Light source |  Tarryrain the BlackfameInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour: +4 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +1 Con Changes resistances: +9% blight Changes damage: +15% darkness Life regen: +1.50 Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| Tool |  Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +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.  | 
| On fingers |  Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+1 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it.  | 
| Around neck |  ShadewreckerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes resistances: +6% temporal Changes resistances penetration: +10% darkness Changes damage: +6% darkness / +6% temporal Physical save: +17 (+3 eff.) Spell save: +14 (+3 eff.) Mental save: +15 (+3 eff.) Mana each turn: +0.37 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +62.00 Amulets can have magical properties.  | 
| In main hand |  Plague-Fire Sceptre (24-28.8 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+7 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat, costing 8 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more.  | 
| Main armor |  Gunamadranik the Sparkglory (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes stats: +6 Str / +5 Mag / +6 Wil Changes resistances: +19% lightning / +8% cold / +18% nature Changes resistances penetration: +10% lightning Changes damage: +8% lightning / +7% physical / +8% cold / +12% nature / +6% temporal Mental save: +21 (+4 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
| Around waist |  Cracklewend the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +1 Str / +3 Con Changes resistances: +15% lightning Grants telepathy: Demon/Minor Demon/Major Physical save: +6 (+1 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist.  | 
Inventory
 healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 Eclipse (18-21.6 power, 4 apr, temporal element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+3 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light.  | 
 elm starstaff (10-12 power, 2 apr, darkness element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art.  | 
 Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide.  | 
 linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 spellwoven linen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Spell save: +15 (+3 eff.) Spellpower: +2 (+1 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 6 opal0.00 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Rod of Recall (3/3)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, costing 108 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), costing 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.  | 
 3 amethyst0.00 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 2 alchemist citrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals.  | 
 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Bringer of Doom (Nightmare (Roguelike) difficulty)
			Killed a Bringer of Doom.By Redammon the Cornac Alchemist level 8
1st Mirth 122nd year of Ascendancy at 18:55 see stats
			Dragon's Greed (Nightmare (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Redammon the Cornac Alchemist level 9
2nd Mirth 122nd year of Ascendancy at 02:52 see stats
			Home sweet home (Nightmare (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Redammon the Cornac Alchemist level 14
3rd Mirth 122nd year of Ascendancy at 10:10 see stats
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Redammon the Cornac Alchemist level 10
2nd Mirth 122nd year of Ascendancy at 20:23 see stats
			Size is everything (Nightmare (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Redammon the Cornac Alchemist level 9
2nd Mirth 122nd year of Ascendancy at 16:23 see stats
			Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.By Redammon the Cornac Alchemist level 5
76th Pyre 122nd year of Ascendancy at 12:47 see stats
			Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.By Redammon the Cornac Alchemist level 14
3rd Mirth 122nd year of Ascendancy at 10:22 see stats
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Redammon the Cornac Alchemist level 7
77th Pyre 122nd year of Ascendancy at 11:20 see stats
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By Redammon the Cornac Alchemist level 7
79th Pyre 122nd year of Ascendancy at 08:15 see stats
			Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Redammon the Cornac Alchemist level 4
76th Pyre 122nd year of Ascendancy at 00:03 see stats
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Redammon the Cornac Alchemist level 2
74th Pyre 122nd year of Ascendancy at 18:58 see stats
Log
Redammon picks up (b.): regeneration infusion (heal 60 over 5 turns).
Redammon picks up (o.): rough leather gloves of the starseeker (0 def, 1 armour).
Redammon picks up (p.): volcanic hardened leather armour of Toknor (3 def, 11 armour).
Redammon picks up (d.): arcing steel battleaxe of daylight (18.5-27.75 power, 2 apr).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 4 turns (stop reason: interesting terrain).
You gain 3.73 gold from the transmogrification of hateful quiver of yew arrows of erosion (20/20, 29.5-41.3 power, 10 apr).
You gain 5.33 gold from the transmogrification of volcanic rough leather armour of command (8 def, 12 armour).
You gain 6.46 gold from the transmogrification of volcanic hardened leather armour of Toknor (3 def, 11 armour).
You gain 4.99 gold from the transmogrification of rough leather gloves of the starseeker (0 def, 1 armour).
You gain 3.53 gold from the transmogrification of focusing woollen robe of frost (+21%) (0 def, 0 armour).
You gain 4.27 gold from the transmogrification of cruel ash starstaff of illumination (15-18 power, 3 apr, physical element).
You gain 3.34 gold from the transmogrification of enlightened thorny mindstar of vitality (10-11 power, 24 apr, nature damage).
You gain 3.11 gold from the transmogrification of creative thorny mindstar of the jelly (7.5-8.25 power, 24 apr, mind damage).
You gain 0.90 gold from the transmogrification of iron longsword of amnesia (11-15.4 power, 2 apr).
You gain 5.57 gold from the transmogrification of glacial yew longbow of dexterity (+5).
You gain 2.79 gold from the transmogrification of arcing steel battleaxe of daylight (18.5-27.75 power, 2 apr).
You gain 4.50 gold from the transmogrification of Stormfront (20-30 power, 2 apr).
You gain 0.61 gold from the transmogrification of regeneration infusion (heal 60 over 5 turns).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Today is the 1st Summertide of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:55.
Redammon deactivates Soul Link.
Redammon deactivates Spirit Feed.
Redammon deactivates Squire: Melee.
Redammon deactivates Flame Infusion.
Redammon deactivates Necrotic Aura.








































































