











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
 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 | Nightmare Adventure | 
| Sex | Male | 
| Race | Thalore | 
| Class | Archer | 
| Level / Exp | 21 / 67% | 
| Size | medium | 
| Lifes / Deaths | Killed by thought-forged bowman at level 5 on the 77th Pyre 122nd year of Ascendancy at 06:150 / 6 Killed by Arenne the bandit at level 15 on the 1st Dusk 122nd year of Ascendancy at 15:55 Killed by Sawtree at level 16 on the 9th Dusk 122nd year of Ascendancy at 22:23 Killed by Zubedarin the thief at level 18 on the 21st Dusk 122nd year of Ascendancy at 02:46 Killed by ritch flamespitter at level 18 on the 21st Dusk 122nd year of Ascendancy at 19:09 Killed by Urkis, the High Tempest at level 21 on the 64th Dusk 122nd year of Ascendancy at 03:09 | 
Primary Stats
| Strength | 47 (base 35) | 
| Dexterity | 64 (base 50) | 
| Constitution | 20 (base 10) | 
| Magic | 31 (base 18) | 
| Willpower | 11 (base 10) | 
| Cunning | 16 (base 12) | 
Resources
| Life | -142/572 | 
| Stamina | 4/162 | 
| Healing Factor | 1.1970588855781 | 
| Regeneration | 9.5166181403459 | 
Speed
| Mental | -1.1102230246252E-14% | 
| Attack | 0% | 
| Movement | +10% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 6 | 
| See Stealth | 18.815289237657 | 
| See Invisible | 18.815289237657 | 
Offense: Mainhand
| Damage | 84 | 
| Accuracy | 70 | 
| Crit Chance | 17% | 
| APR | 9 | 
| Speed | 0.95 | 
Offense: Spell
| Spellpower | 25 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 24 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Damage Bonus
| Physical | +5% | 
| Acid | +3% | 
| Mind | +9% | 
| All | 0% | 
Offense: Damage Penetration
| Mind | +15% | 
Defense: Base
| Armour (hardiness) | 12 (49.007671158813%) | 
| Defense | 51 | 
| Ranged Defense | 51 | 
| Fatigue | 0 | 
| Physical Save | 30 | 
| Spell Save | 20 | 
| Mental Save | 20 | 
Defense: Resistances
| Acid | + 10%( 74%) | 
| Light | + 5%( 74%) | 
| Blight | + 15%( 74%) | 
| Physical | + 7%( 74%) | 
| Cold | + 8%( 74%) | 
| All | + 2%( 74%) | 
Defense: Immunities
| Disarm Resistance | 42% | 
| Pinning Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 60% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 467% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild 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 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: 1.0Infusion: Healing 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 then cleanse 1 wound, poison, and disease effect. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 592% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. | 
Class Talents
| Technique / Archery prowess | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Technique / Combat techniques | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Sniper | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Reflexes | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat veteran | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Archery training | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| Technique / Marksmanship | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Mobility | 1.00 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Race / Thalore | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest.Escort: lost defiler (level 1 of Old Forest) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Daikara.Escort: lost warrior (level 2 of Daikara) As a reward you improved Strength by +5. | done | 
| You failed to protect the lost warrior from death by Sawtree.Escort: lost warrior (level 2 of Old Forest) | failed | 
| You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair.Escort: repented thief (level 2 of Norgos Lair) As a reward you improved Dexterity by +5. | done | 
| You successfully escorted the temporal explorer to the recall portal on level 1 of Heart of the Gloom.Escort: temporal explorer (level 1 of Heart of the Gloom) As a reward you improved Magic by +5. | done | 
| You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest.Escort: temporal explorer (level 4 of Old Forest) As a reward you improved Magic by +5. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| 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 put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * 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. | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 2 lumberjacks have died. | done | 
Equipment
| On feet |  Wanderer's Rest (4 def, 0 armour) 0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+2 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.6 Power cost 20 out of 20/20. Range 6 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. | 
| Quiver |  Voidfoe (16/16, 123% power, 5 apr) 3.0 Encumbrance T1 arrow ammo [Rare] Master Weapon Damage 123% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +10.0% Capacity 16 On-ranged-hit +20 darkness On-Hit, radius 1 +4 cold +4 fire On-crit, radius 2 +16 fire On Hit: * 10% chance to reduce damage dealt by 14% On Critical: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. | 
| Light source |  alchemist's lamp 'Demondash' 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +3 Con offense ------ When Hit 2 darkness defense ------ Resistance +10% blight +6% cold +3% acid Life Regen +7.00 Disease Resist +20% Pinning Resist +20% Knockbk Resist +20% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  clarifying linen wizard hat (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Ego] Psionic While equipped: Stats +3 Cun defense ------ Defense +1 (+1 eff.) Mind save +5 (+3 eff.) A pointy cloth hat, very wizardly... | 
| Tool |  ash totem of healing [power 170]  (13/15 cooldown) 2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  savior's copper ring of tenacity 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+4 eff.) Spell save +7 (+4 eff.) Mind save +7 (+4 eff.) Life +21.00 Disarm Resist +20% Pinning Resist +22% Knockbk Resist +20% Rings make your fingers look great! | 
| On fingers |  titan's steel ring of tenacity 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Life +26.00 Disarm Resist +22% Pinning Resist +21% Knockbk Resist +20% Rings make your fingers look great! | 
| Around waist |  Borilazilagund the Dayravager 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Critical power +10.00% Mindpower +15 (+8 eff.) Ignore resists +15% mind defense ------ Resistance +3% light Life Regen +0.70 Healmod +11% A belt that goes around your waist. | 
| In main hand |  Surefire 4.0 Encumbrance T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. | 
| On hands |  corrosive rough leather gloves of strength (+2) (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 5 acid Damage +3% acid defense ------ Armor +1 Resistance +5% acid Unarmed combat: Weapon Damage 105% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +5 acid On Hit: 10% Corrosive Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Main armor |  Skin of Many (12 def, 6 armour) 9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+4 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. | 
| Cloak |  Glamira (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +9% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 17 defense ------ Defense +1 (+1 eff.) Crit Resistance 5.00% Life +30.00 other ------- Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Urthurakor 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +3 Str offense ------ Accuracy +25 (+6 eff.) Ignore Armor +4 When Hit 4 physical defense ------ Armor +5 Defense +6 (+2 eff.) Max Resistance +4% all Physical save +7 (+4 eff.) Amulets make your neck look great! | 
Inventory
|  copper amulet 0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! | 
|  titan's steel ring of the mind (+10%) 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con offense ------ Damage +10% mind defense ------ Resistance +10% mind Physical save +6 (+3 eff.) Rings make your fingers look great! | 
|  wizard's copper ring 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! | 
|  steel greatsword of amnesia (128% power, 2 apr) 3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Psionic Weapon Damage 128% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed swords. | 
|  truestriking dwarven-steel greatsword of massacre (156% power, 2 apr) 3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Master Weapon Damage 157% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Ignore resists +9% physical Accuracy +7 (+2 eff.) Ignore Armor +13 Massive two-handed swords. | 
|  ash longbow 4.0 Encumbrance T2 longbow 2H weapon [Normal] Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 Longbows are used to shoot arrows at your foes. | 
|  elm longbow 4.0 Encumbrance T1 longbow 2H weapon [Normal] Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 Longbows are used to shoot arrows at your foes. | 
|  runic ash longbow 4.0 Encumbrance T2 longbow 2H weapon [Ego+] Arcane Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: 10% Arcane Vortex level 2 While equipped: Stats +3 Mag offense ------ Spellpower +12 (+6 eff.) Damage +9% arcane Longbows are used to shoot arrows at your foes. | 
|  manaburning vined mindstar of life (87% power, 18 apr, mind damage) 3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Disrupt Weapon Damage 87% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On Hit: * 11 arcane resource burn While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Resistance +2% arcane Life +10.00 Life Regen +0.70 other ------- Talents +1 Attune Mindstar 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. | 
|  mighty rough leather sling of true flight 4.0 Encumbrance T1 sling 1H weapon [Ego+] Master Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +2 Str offense ------ Physical Crit +5.0% Physical Power +5 (+2 eff.) Accuracy +6 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. | 
|  ash magestaff (111% power, 3 apr, fire element) 5.0 Encumbrance T2 staff 2H weapon [Normal] Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  rough leather belt 'Aeriwe' 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Mind Crit +1% Physical Power +2 (+1 eff.) Ignore resists +10% mind defense ------ Resistance +3% acid +3% light Physical save +9 (+5 eff.) Spell save +18 (+9 eff.) other ------- Size +1 A belt that goes around your waist. | 
|  linen cloak 'Duvehor' (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Dex +3 Wil defense ------ Defense +1 (+1 eff.) Resistance +3% lightning +3% darkness +3% acid Mind save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  spellwoven woollen robe of alchemy (0 def, 0 armour) 2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +3 (+2 eff.) Damage +5% acid +8% physical +9% fire +9% cold defense ------ Resistance +11% acid +12% physical +11% fire +12% cold +9% all Spell save +15 (+8 eff.) other ------- Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +12.00 A pair of boots made of leather. | 
|  traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -4% Physical save +5 (+3 eff.) other ------- Encumbrance +20 Stamina/turn +0.40 Max stamina +11.00 A pair of boots made of leather. | 
|  Aerenn the Dawnqueller (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +5 Mag offense ------ Mind Crit +4% Damage +6% light +3% mind defense ------ Defense +2 (+1 eff.) Resistance +9% light Spell save +7 (+4 eff.) other ------- EQ when Hit +0.08 A pointy cloth hat, very wizardly... | 
|  Yvorida the linen wizard hat (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +1 Mag offense ------ Damage +10% blight defense ------ Defense +1 (+1 eff.) Resistance +3% acid +9% light +10% blight +5% arcane +3% mind other ------- Infravision +1 A pointy cloth hat, very wizardly... | 
|  linen wizard hat 'Coallash' (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +12% darkness +11% fire Ignore resists +10% darkness defense ------ Defense +1 (+1 eff.) Resistance +9% acid +16% fire A pointy cloth hat, very wizardly... | 
|  cleansing cured leather armour of Eyal (6 def, 4 armour) 9.0 Encumbrance T2 light armor [Ego+] Nature/Disrupt While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +12% nature +10% blight Life +27.00 Life Regen +3.00 Healmod +11% A suit of armour made of leather. | 
|  cleansing rough leather armour (3 def, 2 armour) 9.0 Encumbrance T1 light armor [Ego] Disrupt While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +10% nature +10% blight A suit of armour made of leather. | 
|  rough leather armour (3 def, 2 armour) 9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. | 
|  steel plate armour 'Dagodugas' (0 def, 9 armour) 17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Rare] Arcane While equipped: offense ------ Critical power +5.00% defense ------ Armor +9 Fatigue +22% Resistance +6% arcane +6% light Spell save +13 (+7 eff.) Cut Resist +20% Knockbk Resist +10% other ------- Max vim +50.00 A suit of armour made of metal plates. | 
|  Yvolaith (0 def, 4 armour, 112% power, 40.5 block) 7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Rare] Nature When used to Attack: Weapon Damage 112% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 On-hit +8 arcane While equipped: Stats +2 Wil offense ------ On-Hit 13 lightning Damage +9% arcane When Hit 9 lightning defense ------ Armor +4 Fatigue +8% Spell save +15 (+8 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Talents +1 Block Handheld deflection devices. | 
|  coruscating iron shield of cold resistance (+12%) (0 def, 2 armour, 94% power, 18 block) 7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Ego+] Arcane/Master When used to Attack: Weapon Damage 95% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +18 On-hit +10 fire While equipped: Stats +2 Str offense ------ When Hit 1 fire defense ------ Armor +2 Fatigue +8% Resistance +16% cold +12% fire other ------- Talents +1 Block Handheld deflection devices. | 
|  quiver of elm arrows (17/17, 110% power, 5 apr) 3.0 Encumbrance T1 arrow ammo [Normal] Weapon Damage 110% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 17 Arrows are used with bows to pierce your foes to death. | 
|  quiver of elm arrows of wind (17/17, 111% power, 5 apr) 3.0 Encumbrance T1 arrow ammo [Ego] Nature Weapon Damage 111% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 17 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 135 physical damage Arrows are used with bows to pierce your foes to death. | 
|  4 agate 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  276 alchemist agate 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  onyx 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  3 aquamarine 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  6 opal 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  woodsman's iron pickaxe (dig speed 37 turns) 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  3 spinel 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Summertide Phial 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(52 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  brass lantern 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  brass lantern of clarity 2.0 Encumbrance T1 lite [Ego] Psionic While equipped: defense ------ Mind save +5 (+3 eff.) other ------- Light +3 See Stealth +5 See Invisibility +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  bright brass lantern of health 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +43.00 other ------- Light +6 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. | 
|  Crystal Focus 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. | 
|  Scrying Orb 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Rod of Recall (1/1) 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Bizzare Contraption 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. | 
|  Balancegrit the elm totem of healing [power 110]  (13/15 cooldown) 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +12% nature Ignore resists +10% nature defense ------ Resistance +3% nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. | 
|  amethyst 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  cleansing ash wand of shielding [power 170]  (13/20 cooldown) 2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  10 ametrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  5 citrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  9 zircon 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Luchnik the Thalore Archer level 19
43rd Dusk 122nd year of Ascendancy at 02:05 see stats
 Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Luchnik the Thalore Archer level 20
55th Dusk 122nd year of Ascendancy at 05:00 see stats
 Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Luchnik the Thalore Archer level 10
6th Mirth 122nd year of Ascendancy at 00:43 see stats
 Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By Luchnik the Thalore Archer level 20
53rd Dusk 122nd year of Ascendancy at 18:35 see stats
 The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Luchnik the Thalore Archer level 11
7th Mirth 122nd year of Ascendancy at 01:37 see stats
 The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.By Luchnik the Thalore Archer level 19
24th Dusk 122nd year of Ascendancy at 09:24 see stats
 Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Luchnik the Thalore Archer level 16
9th Dusk 122nd year of Ascendancy at 21:46 see stats
Log
Luchnik uses Evasion.
Luchnik tries to evade attacks.
LIFE LOST WARNING!
Luchnik activates his ash totem of healing!
Luchnik receives 204 healing.
Yvelebeth the black ooze regains their energy.
Yvelebeth the black ooze is not crippled anymore.
Urkis, the High Tempest casts Shock.
Luchnik uses Pin Down.
Yvelebeth the black ooze reacts to an attack from Luchnik's Pin Down, mitigating the blow!.
Yvelebeth the black ooze is pinned to the ground.
Luchnik's Pin Down hits Yvelebeth the black ooze for (34 reacted , -5 stam), 101 physical, 18 darkness, 6 cold, 4 fire (128 total damage).
Luchnik reacts to damage from Urkis, the High Tempest's Shock, mitigating the blow!.
Luchnik is caught inside a Hurricane.
Urkis, the High Tempest's Shock hits Luchnik for (26 reacted , -3 stam), 213 lightning (213 total damage).
Luchnik is dazed!
You feel a surge of power as a powerful creature falls nearby.
Luchnik is not dazed anymore.
LIFE LOST WARNING!
Hurricane from Urkis, the High Tempest hits Yvelebeth the black ooze for 152 lightning damage.
Hurricane from Urkis, the High Tempest hits Luchnik for 151 lightning damage.
Luchnik uses Infusion: Movement.
Luchnik is moving at extreme speed!
Urkis, the High Tempest casts Freeze.
Luchnik reacts to damage from Urkis, the High Tempest, mitigating the blow!.
Urkis, the High Tempest hits Luchnik for (24 reacted , -3 stam), 200 cold (200 total damage).
Luchnik the level 21 thalore archer was chilled to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.



















































