











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.7.0Donators/Buyers bonus! 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 | Normal Adventure | 
| Sex | Male | 
| Race | Thalore | 
| Class | Demonologist | 
| Level / Exp | 17 / 37% | 
| Size | medium | 
| Lifes / Deaths | Killed by arcane crystal at level 6 on the 79th Pyre 122nd year of Ascendancy at 19:220 / 6 Killed by Andboma the thalore at level 11 on the 3rd Flare 122nd year of Ascendancy at 21:11 Killed by Iseldadhevea the snow giant thunderer at level 13 on the 13rd Dusk 122nd year of Ascendancy at 18:06 Killed by Emydhemira the temporal stalker at level 15 on the 18th Dusk 122nd year of Ascendancy at 00:24 Killed by Rantha the Worm at level 16 on the 18th Dusk 122nd year of Ascendancy at 21:34 Killed by Eilinakira the rogue at level 17 on the 19th Dusk 122nd year of Ascendancy at 17:01 | 
Primary Stats
| Strength | 34 (base 19) | 
| Dexterity | 26 (base 10) | 
| Constitution | 32 (base 30) | 
| Magic | 46 (base 41) | 
| Willpower | 16 (base 10) | 
| Cunning | 13 (base 10) | 
Resources
| Life | -6/516 | 
| Stamina | 118/163 | 
| Vim | 140/248 | 
| Healing Factor | 1.2724420161895 | 
| Regeneration | 2.8629945364263 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
Offense: Mainhand
| Damage | 55 | 
| Accuracy | 49 | 
| Crit Chance | 8% | 
| APR | 8 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 40 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 25 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +21% | 
| Light | +10% | 
| Temporal | +3% | 
| Nature | +10% | 
| Fire | +12% | 
| All | 0% | 
Offense: Damage Penetration
| Acid | +5% | 
| Physical | +15% | 
| Temporal | +5% | 
Defense: Base
| Armour (hardiness) | 39.413408721348 (65.897138898113%) | 
| Defense | 23 | 
| Ranged Defense | 23 | 
| Fatigue | 17 | 
| Physical Save | 24 | 
| Spell Save | 21 | 
| Mental Save | -2 | 
Defense: Resistances
| Acid | + 13%( 70%) | 
| Blight | + 11%( 70%) | 
| Cold | + 12%( 70%) | 
| All | + 8%( 70%) | 
| Lightning | + 28%( 70%) | 
| Light | + 35%( 70%) | 
| Temporal | + 16%( 70%) | 
| Mind | + 11%( 70%) | 
| Darkness | + 19%( 70%) | 
| Fire | + 13%( 70%) | 
| Nature | + 35%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Knockback Resistance | 40% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 157 life over 5 turns. Its effects scale with your Cunning stat. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 17 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 108 damage for 4 turns. Its effects scale with your Willpower stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 72 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. | 
Class Talents
| Corruption / Demonic pact | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Technique / Combat techniques | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat veteran | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Shadowflame | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| Corruption / Infernal combat | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Doom shield | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Shield offense | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Corruption / Black-magic | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Torment | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Thalore | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
Effects
Quests
| You do not remember much of your life before you were on this burning continent, floating in the void between worlds.  You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal.Ashes in the Wind You are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You successfully escorted the injured seer to the recall portal on level 2 of Daikara.Escort: injured seer (level 2 of Daikara) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire.Escort: lost warrior (level 3 of Trollmire) As a reward you improved Strength by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Trollmire.Escort: repented thief (level 2 of Trollmire) As a reward you improved Dexterity by +5. | done | 
| You failed to protect the temporal explorer from death by dredgling.Escort: temporal explorer (level 1 of Daikara) | failed | 
| 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 | 
| 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active | 
| The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad.Madness of the Ages On the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and stopped the shivgoroth invasion. * You have explored the Heart of the Gloom and slain the Dreaming One. | done | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active | 
Equipment
| On feet |  Armidorab the Fogpanic (0 def, 8 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +1.0% Armour: +8 Fatigue: +3% Damage when hit (Melee): 8 darkness Changes stats: +4 Str Changes resistances penetration: +15% physical Spellpower: +8 (+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 |  Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
| On head |  Lelidorain the Pureblack (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 nature Changes stats: +3 Cun / +2 Dex Changes resistances: +9% nature / +3% mind A cap made of leather. | 
| On hands |  Murkwinnow the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 13% chance to reduce all saves and defense by 17 Damage (Melee): 6 fire / 20 mind / 14 darkness Changes stats: +3 Dex Changes resistances: +3% darkness / +6% fire Changes damage: +21% darkness / +12% fire Mental save: -13 (-13 eff.) Mindpower: +5 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. | 
| Tool |  Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 6 turns) 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 |  warrior's steel ring of nature (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +20% nature Changes damage: +10% nature Vim when hit: +2.00 Rings make your fingers look great! | 
| On fingers |  marksman's gold ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+2 eff.) Changes stats: +3 Dex Vim when hit: +2.00 Spellpower: +8 (+3 eff.) Mindpower: +5 (+3 eff.) Rings make your fingers look great! | 
| Around neck |  Earthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+3 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 172 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. | 
| In main hand |  Demonclash the dwarven-steel waraxe (28-39 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +4 darkness When wielded/worn: Changes stats: +2 Mag Changes resistances: +9% darkness Changes resistances penetration: +5% acid Talent granted: +2 Flame Bolts Maximum vim: +30.00 Spell crit. chance: +2% One-handed war axes. | 
| Around waist |  Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. | 
| In off hand |  Ce'Nekira the Deepsbiter (0 def, 6 armour, 34-40 power, 84 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 33.5 - 40.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +84 Damage (radius 1) on hit: +16 darkness When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +22% lightning / +9% temporal Changes resistances penetration: +5% temporal Changes damage: +3% temporal Talents granted: +3 Fearscape Shift +1 Block Handheld deflection devices. | 
| Cloak |  enveloping kruk cloak of Iron Throne (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +2 Str / +1 Con Physical save: +6 (+3 eff.) A stylish kruk-style cloak, to look awesome. | 
| Main armor |  steel mail armour of the deep (2 def, 8 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +6% acid / +5% cold Talent granted: +2 Acidic Bath Allows you to breathe in: water A suit of armour made of mail. | 
Inventory
|  Rune of the Rift (214.00 temporal damage, removed from time 4 turns) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 220.42 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  The Black Core Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." | 
|  Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
|  This item will automatically be transmogrified when you leave the level. clarifying steel amulet of dexterity (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% mind Confusion immunity: +28% Amulets make your neck look great! | 
|  rogue's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Rings make your fingers look great! | 
|  This item will automatically be transmogrified when you leave the level. flaming steel battleaxe of massacre (29-44 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 29.0 - 43.5 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% Damage (radius 1) on hit: +9 fire Massive two-handed battleaxes. | 
|  This item will automatically be transmogrified when you leave the level. Umbral Razor (25-32 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 15% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 114.93 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. | 
|  arcing steel longsword of massacre (22-31 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage When wielded/worn: Sharp, long, and deadly. | 
|  flaming steel longsword of massacre (20-28 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +7 fire When wielded/worn: Sharp, long, and deadly. | 
|  This item will automatically be transmogrified when you leave the level. steel mace (15-21 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Blunt and deadly. | 
|  This item will automatically be transmogrified when you leave the level. vined mindstar of life (6-6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.70 Maximum life: +14.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. | 
|  This item will automatically be transmogrified when you leave the level. cured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Slings are used to hurl stones or metal shots at your foes. | 
|  This item will automatically be transmogrified when you leave the level. elm magestaff (10-12 power, 2 apr, arcane 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: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% arcane 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. | 
|  This item will automatically be transmogrified when you leave the level. linen robe 'Nerona' (3 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +2 Defense: +3 (+1 eff.) Changes stats: +3 Dex Changes resistances: +1% physical / +7% all Changes damage: +6% physical Physical save: +24 (+12 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  pair of iron boots of evasion (3 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Fatigue: +2% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 37.47 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. | 
|  This item will automatically be transmogrified when you leave the level. Siludheda the Freezeresolve (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +3 Con Changes damage: +6% cold Reduces incoming crit damage: 15.00% Physical save: +15 (+8 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+5 eff.) Disarm immunity: +39% Teleport immunity: +10% Healing mod.: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  This item will automatically be transmogrified when you leave the level. cleansing rough leather cap of constitution (+2) (0 def, 1 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +6% nature / +7% blight A cap made of leather. | 
|  This item will automatically be transmogrified when you leave the level. iron helm (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% 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 (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. | 
|  This item will automatically be transmogrified when you leave the level. enlightening steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +4 Cun / +3 Wil Mental save: +14 (+14 eff.) A suit of armour made of metal plates. | 
|  reinforced steel shield of lightning resistance (+15%) (0 def, 5 armour, 16-20 power, 62 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.5 - 19.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +62 When wielded/worn: Armour: +5 Fatigue: +8% Changes resistances: +15% lightning Talent granted: +1 Block Handheld deflection devices. | 
|  reinforced steel shield of mind resistance (+10%) (0 def, 6 armour, 19-23 power, 60 block) Requires: - Shield usage training - Strength 16 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 19.0 - 22.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +60 When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +10% mind Talent granted: +1 Block Handheld deflection devices. | 
|  demon seed [fire imp] (20, body) Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [wretchling] (16, mainhand) Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [fire imp] (21, offhand) Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Changes resistances: +21% blight / +21% fire / +21% physical Reduce damage by fixed amount: +11 blight / +11 fire / +11 physical Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [wretchling] (20, offhand) Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Changes resistances: +20% acid / +20% darkness / +20% blight Reduce damage by fixed amount: +10 acid / +10 darkness / +10 blight Demon status: alive (79% life). The seed of a demon. | 
|  7 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. | 
|  42 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. | 
|  3 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. | 
|  3 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
|  spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 102.58 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 102.58 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  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. | 
|  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. | 
|  This item will automatically be transmogrified when you leave the level. ash wand of conjuration [power 150] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a magical bolt dealing 150 acid damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  ash wand of conjuration 'Thunderrock' [power 160]  (15 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances penetration: +15% lightning / +10% cold Changes damage: +9% lightning It can be used to fire a magical bolt dealing 160 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. * Heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  3 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
Log
Samael is no longer poisoned.
Samael receives 56 healing from Infusion: Healing.
Your Planar Controller is healed!
Samael hits Assassin for 22 physical damage.
Melee retaliation hits Bandit for 5 nature, 8 darkness, 5 nature, 8 darkness (26 total damage).
Planar Controller receives 38 healing.
Bandit hits Samael for (12 absorbed), 0 physical, (4 absorbed), 0 fire, (7 absorbed), 0 physical (0 total damage).
Eilinakira the rogue performs a melee critical strike against Samael!
Samael is cut deeply.
Eilinakira the rogue performs a melee critical strike against Samael!
Your shield crumbles under the damage!
The shield around Samael crumbles.
Samael is free from the acid.
Talent Demon Seed is ready to use.
Talent Block is ready to use.
Samael killed Assassin!
Eilinakira the rogue hits Samael for (33 absorbed), 0 physical, (0 absorbed), 27 physical (27 total damage).
Deep Wound from Eilinakira the rogue hits Samael for 22 physical damage.
Melee retaliation hits Eilinakira the rogue for 5 nature, 8 darkness, 5 nature, 8 darkness (27 total damage).
Samael is poisoned!
Thief performs a melee critical strike against Samael!
Samael HEALS from  nature  damage!
Thief hits Samael for 11 physical, 5 light, 10 physical, 4 nature, 2 healing (30 total damage) [2 healing].
Melee retaliation hits Thief for 6 nature, 8 darkness, 6 nature, 8 darkness (28 total damage).
Something hits Samael for 13 physical, 5 physical, 11 lightning (28 total damage).
Melee retaliation hits Bandit for 5 nature, 8 darkness, 5 nature, 8 darkness (26 total damage).
Bandit hits Samael for 12 physical, 4 fire, 7 physical (23 total damage).
Eilinakira the rogue hits Samael for 14 physical damage.
Melee retaliation hits Eilinakira the rogue for 5 nature, 8 darkness, 5 nature, 8 darkness (27 total damage).
Samael the level 17 thalore demonologist was struck to death by Eilinakira the rogue on level 1 of Damp Cave.
























































 
			