Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 | 
| Addons | 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! Possessor Bonus Class 1.5.3Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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:
 Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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:
 Odyssey of The Summoner 1.4.8This 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: 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.  | 
| Campaign | Maj'Eyal | 
| Mode | Madness Roguelike | 
| Sex | Female | 
| Race | Mantis | 
| Class | Ritch | 
| Level / Exp | 25 / 48% | 
| Size | huge | 
| Lifes / Deaths | no deaths recorded  / 0 | 
Primary Stats
| Strength | 55 (base 54) | 
| Dexterity | 57 (base 54) | 
| Constitution | 53 (base 54) | 
| Magic | 56 (base 54) | 
| Willpower | 58 (base 54) | 
| Cunning | 57 (base 54) | 
Resources
| Mana | 909/909 | 
| Psi | 508/508 | 
| Life | 11139/11139 | 
| Equilibrium | 35 | 
| Stamina | 730/730 | 
| Psi_feedback | 0/360 | 
| Healing Factor | 1.8442723820859 | 
| Regeneration | 124.21174493349 | 
Speed
| Mental | +200% | 
| Attack | +200% | 
| Movement | +120% | 
| Spell | +200% | 
| Global | +220% | 
Vision
| Sight | 14 | 
| Lite | 8 | 
| Infravision | 7.3337961856598 | 
| See Stealth | 84.172452320747 | 
| ESP Range | 10 | 
| ESP Kinds | dragon, demon/minor, demon/major | 
Offense: Spell
| Spellpower | 93 | 
| Crit Chance | 32% | 
| Speed | 0.33333333333333 | 
| Cooldown Reduction | 46.8 | 
Offense: Mind
| Mindpower | 82 | 
| Crit Chance | 71% | 
| Speed | 0.33333333333333 | 
Offense: Damage Penetration
| All | +13% | 
Defense: Base
| Armour (hardiness) | 217.69626184456 (100%) | 
| Defense | 80 | 
| Ranged Defense | 105 | 
| Fatigue | 0 | 
| Physical Save | 129 | 
| Spell Save | 125 | 
| Mental Save | 130 | 
Defense: Resistances
| All | + 50%(100%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Disarm Resistance | 100% | 
| Bleed Resistance | 0% | 
| Stun Resistance | 10% | 
Inscriptions (0/0)
Class Talents
| Wild-child / Metal Rending | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Wild-child / Fervency | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Wild-heart / Strewn | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
| Wild-heart / Stinger | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Wild-heart / Agonize | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
| Wild-child / Extravagancy | 1.10 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Wild-heart / Firestarter | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
Generic Talents
| Wild-heart / Bloodletting Beast | 1.10 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Ego / Mantis | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Wild-heart / Hoarding Beast | 1.10 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Wild-heart / Natural Combat | 1.20 | 
  | 9/10 | 
  | 9/10 | 
  | 9/10 | 
  | 9/10 | 
  | 9/10 | 
  | 9/10 | 
  | 9/10 | 
  | 9/10 | 
  | 9/10 | 
  | 9/10 | 
  | 9/10 | 
  | 9/10 | 
  | 9/10 | 
  | 9/10 | 
  | 9/10 | 
  | 9/10 | 
| Wild-heart / Wing Pod | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Wild-child / Cold Blood | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Stone alchemy | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-child / Cutting Edge | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Cunning / Scoundrel | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
Effects
| talent | Concealed Blade | 
| talent | Open Veins | 
| talent | Ignis Infernus | 
| talent | Laceration | 
| talent | Swordbreaker | 
| talent | Lacerating Strikes | 
| talent | Torture | 
| beneficial effect | These weapons won't last forever... Impermanence(321/958) Corpathus (40-56 power, 12 apr) [durability 321/958] (652/659) voratun, evisc  | 
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 anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Luck by +2.  | done | 
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Luck by +2.  | done | 
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Luck by +2.  | 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 | 
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You told The Summoner about the Trolls. He explained that is where adventurers usually start their careers, yet you remember nothing about that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You told The Summoner about Derth. He was pleased that your presence was accepted so graciously.  | done | 
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past the Thaloren forest. * You have explored the Old Forest. Go tell the Summoner what you saw! * You must explore the Maze and challenge the Minotaur within. * You must explore the Sandworm Lair and commune with the Queen. * You must explore the Daikara and meet the Dragon at the summit.  | active | 
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: Born KillerWith that said, you have become a Ritch. What could this possibly mean...?  | 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.  | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there.  | done | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You are in the body of a wilder's summon! To he who callsThe Summoner is safe from his enemies. The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you...  | done | 
Equipment
| Tool | Blindmark [power 89]  (6 cooldown) Blindmark [power 89]  (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +15% light / +9% fire Changes damage: +15% light / +9% fire Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence It can be used to fire a blast of psionic energies in a range 8 beam dealing 44.50 to 89.00 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers.  | 
| Tool | crystalomancer's iron pickaxe (dig speed 39 turns) crystalomancer's iron pickaxe (dig speed 39 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Mag Maximum mana: +25.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| Left hook | Corpathus (40-56 power, 12 apr) [durability 321/958] Corpathus (40-56 power, 12 apr) [durability 321/958]Requires: - Talent Engraft Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 80% Str, 80% Dex Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +24.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +36.00% Cut immunity: -25% Maximum vim: +20.00 Durability: 321/958 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength.  | 
| Around neck | Voltaic Pendant Voltaic PendantPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Ranged): 10 lightning Stun/Freeze immunity: +10% It can be used to activate talent Chain Lightning (costing 30 power out of 50/50) : Effective talent level: 1.0 Power cost: 30 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 70.27 to 210.80 damage and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant.  | 
| In mouth | pulsing mindstar 'Flashparry' (13.5-14.85 power, 32 apr, mind damage) pulsing mindstar 'Flashparry' (13.5-14.85 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar is wrathful to the hated. This natural mindstar calls for a summoner. Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Burst (radius 1) on hit: +12 lightning When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +7% acid / +4% physical / +5% blight / +6% fire / +6% cold Changes damage: +9% acid / +10% fire / +12% cold / +10% physical Life regen: +1.50 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Maximum life: +32.00 Maximum mana: +40.00 Spellpower: +6 (+2 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +13% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
| Light source | Unretir the brass lantern Unretir the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +3% temporal Changes damage: +6% mind Grants telepathy: Dragon Demon/Major Demon/Minor Disease immunity: +5% Mental crit. chance: +1% 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.  | 
| On head | Xerareda the Smolderresolve (7 def, 4 armour) Xerareda the Smolderresolve (7 def, 4 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +4 Defense: +7 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +11% mind Changes resistances penetration: +15% fire Changes damage: +18% fire / +11% mind / +12% physical A pointy cloth hat, very wizardly...  | 
| Right hook | voratun dagger of evisceration (39-50.7 power, 9 apr) [durability 652/659] voratun dagger of evisceration (39-50.7 power, 9 apr) [durability 652/659]Requires: - Talent Engraft Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 80% Str, 80% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 25 bleeding, 75% reduced healing When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+1 eff.) Durability: 652/659 Sharp, short and deadly.  | 
Inventory
insidious poison infusion (48 nature damage, 37% healing reduction) insidious poison infusion (48 nature damage, 37% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 48.21 nature damage per turn for 7 turns, and reducing the target's healing received by 37%. The sudden stream of natural forces also strips you of one random detrimental magical 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.  | 
acid wave rune of the warrior (289 acid damage; disarm 5 turns with power 49) acid wave rune of the warrior (289 acid damage; disarm 5 turns with power 49)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 288.88 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 49 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
phase door rune (range 7; power 21; dur 5) phase door rune (range 7; power 21; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 5 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
shielding rune of the wizard (absorb 497 for 4 turns) shielding rune of the wizard (absorb 497 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 497 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
vision rune of the titan (radius 13; dur 17; see horror) vision rune of the titan (radius 13; dur 17; see horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 23) for 17 turns. Your mind will become more receptive for 17 turns, allowing you to sense any horror around. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
Aerovena AerovenaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +17 Defense: +11 (+3 eff.) Changes stats: +6 Con Changes resistances: +6% nature / +9% light Changes resistances penetration: +10% acid Spell save: +26 (+4 eff.) Life regen: +2.00 Maximum life: +97.00 Maximum stamina: +39.00 Healing mod.: +29% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties.  | 
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle.  | 
balanced dwarven-steel dagger (18.5-24.05 power, 7 apr) balanced dwarven-steel dagger (18.5-24.05 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +5 (+1 eff.) Disarm immunity: +22% Sharp, short and deadly.  | 
balanced stralite dagger of massacre (35.5-46.15 power, 9 apr) balanced stralite dagger of massacre (35.5-46.15 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 35.5 - 46.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +8 (+2 eff.) Disarm immunity: +23% Sharp, short and deadly.  | 
nature's thorny mindstar of balance (9.5-10.45 power, 24 apr, mind damage) nature's thorny mindstar of balance (9.5-10.45 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +4% blight Changes damage: +5% nature Physical save: +5 (+1 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+0 eff.) Disease immunity: +18% Equilibrium when hit: +1.30 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
clarifying linen wizard hat of the sentry (1 def, 0 armour) clarifying linen wizard hat of the sentry (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun Mental save: +5 (+0 eff.) Infravision radius: +3 See stealth: +6 See invisible: +6 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 83%, and attempts to push all creatures other than yourself out of its radius, inflicting 26.97 light damage and 24.48 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly...  | 
agate 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.  | 
66 alchemist agate 66 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
aquamarine aquamarine0.00 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
2 opal 2 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.  | 
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
2 topaz 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 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 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.  | 
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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 lantern 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.  | 
Rod of Recall (1/1) 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, costing 202 power out of 280/400. 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 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.  | 
6 ametrine 6 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.  | 
2 citrine 2 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.  | 
zircon 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
			Dragon's Greed (Madness (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Bloodcalling the Mantis Ritch level 9
78th Pyre 122nd year of Ascendancy at 12:10 see stats
			Eye of the storm (Madness (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Bloodcalling the Mantis Ritch level 24
4th Flare 122nd year of Ascendancy at 09:11 see stats
			Home sweet home (Madness (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bloodcalling the Mantis Ritch level 21
3rd Summertide 122nd year of Ascendancy at 11:18 see stats
			Level 10 (Madness (Roguelike) difficulty)
			Got a character to level 10.By Bloodcalling the Mantis Ritch level 10
5th Mirth 122nd year of Ascendancy at 17:08 see stats
			Level 20 (Madness (Roguelike) difficulty)
			Got a character to level 20.By Bloodcalling the Mantis Ritch level 20
3rd Summertide 122nd year of Ascendancy at 08:18 see stats
			Size is everything (Madness (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Bloodcalling the Mantis Ritch level 16
2nd Summertide 122nd year of Ascendancy at 18:06 see stats
			Size matters (Madness (Roguelike) difficulty)
			Did over 600 damage in one attack.By Bloodcalling the Mantis Ritch level 14
2nd Summertide 122nd year of Ascendancy at 09:48 see stats
			Tales of the Spellblaze (Madness (Roguelike) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.By Bloodcalling the Mantis Ritch level 21
3rd Summertide 122nd year of Ascendancy at 11:26 see stats
			The Arena (Madness (Roguelike) difficulty)
			Unlocked Arena mode.By Bloodcalling the Mantis Ritch level 5
76th Pyre 122nd year of Ascendancy at 01:12 see stats
			The secret city (Madness (Roguelike) difficulty)
			Discovered the truth about mages.By Bloodcalling the Mantis Ritch level 21
3rd Flare 122nd year of Ascendancy at 16:00 see stats
			Treasure Hoarder (Madness (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Bloodcalling the Mantis Ritch level 4
76th Pyre 122nd year of Ascendancy at 00:57 see stats
			Treasure Hunter (Madness (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Bloodcalling the Mantis Ritch level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
You gain 2.00 gold from the transmogrification of spellwoven silk robe of protection (7 def, 5 armour).
You gain 4.49 gold from the transmogrification of spiritwalker's hardened leather belt.
You gain 4.20 gold from the transmogrification of crackling iron steamsaw of massacre (17.5-26.25 power, 0 apr).
You gain 7.04 gold from the transmogrification of balanced voratun steamsaw of erosion (39.5-59.25 power, 25 apr).
You gain 5.76 gold from the transmogrification of dragonbone magestaff of protection (30-36 power, 6 apr, lightning element).
You gain 2.75 gold from the transmogrification of phase door rune (range 13; power 32; dur 6).
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 7th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 08:10.
Today is the 8th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 12:00.
Ran for 7 turns (stop reason: didn't move).
Ran for 3 turns (stop reason: didn't move).
Today is the 9th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 15:50.
Ran for 5 turns (stop reason: didn't move).
Today is the 10th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:45.
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
You carefully open the door and enter the underground crypt...
As you enter you notice the door has no visible handle on the inside. You are stuck here!
Bloodcalling deactivates Laceration.
Bloodcalling deactivates Open Veins.
Bloodcalling deactivates Swordbreaker.
Bloodcalling deactivates Lacerating Strikes.
Bloodcalling deactivates Torture.
Bloodcalling deactivates Ignis Infernus.
Bloodcalling deactivates Concealed Blade.
