
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
 OldRPG - Music Mod v2 - Part 4 1.7.6OldRPG Music Mod v2: 
 As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :) 
 Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. OldRPG - Music Mod v2 - Part 1 1.7.6OldRPG Music Mod v2: 
 As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :) 
 Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! OldRPG - Music Mod v2 - Part 3 1.7.6OldRPG Music Mod v2: 
 As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :) 
 Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, OldRPG - Music Mod v2 - Part 2 1.7.6OldRPG Music Mod v2: 
 As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :) 
 Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
 Known bugs:
 Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature 
 Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] 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 Roguelike | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Sun Paladin | 
| Level / Exp | 7 / 48% | 
| Size | medium | 
| Lifes / Deaths | Killed by Gunsnake at level 7 on the 1st Acquisition 122nd year of Ascendancy at 14:58/ 1 | 
Primary Stats
| Strength | 30 (base 24) | 
| Dexterity | 10 (base 10) | 
| Constitution | 15 (base 10) | 
| Magic | 29 (base 26) | 
| Willpower | 14 (base 10) | 
| Cunning | 14 (base 10) | 
Resources
| Life | -12/286 | 
| Positive | 23/68 | 
| Stamina | 128/128 | 
| Healing Factor | 1.0460311219418 | 
| Regeneration | 0.26150778048545 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
Offense: Mainhand
| Damage | 48 | 
| Accuracy | 25 | 
| Crit Chance | 4% | 
| APR | 10 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 24 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 15 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 19.413408721348 (65.897138898113%) | 
| Defense | 2 | 
| Ranged Defense | 2 | 
| Fatigue | 7 | 
| Physical Save | 21 | 
| Spell Save | 20 | 
| Mental Save | 15 | 
Defense: Resistances
| Cold | + 22%( 70%) | 
| Fire | + 5%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Knockback Resistance | 40% | 
Inscriptions (3/3)
| 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 102 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 40 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. | 
Class Talents
| Technique / Combat veteran | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Combat | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Shield offense | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Sun | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Two-handed assault | 1.00 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Light | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Chants | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
Effects
Quests
| You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul.Escort: lone alchemist (level 2 of Ruins of Kor'Pul) As a reward you improved Magic by +5. | done | 
| Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.From bellow, it devours Maybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.Reknor is lost! When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done | 
| 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 | 
Equipment
| On feet |  pair of rough leather boots 'Emawyn' (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Dex +2 Wil +1 Cun +2 defense ------ Armor +1 Resistance +5% fire +6% cold Crit Resistance 5.00% other ------- Light +1 A pair of boots made of leather. | 
| On hands |  rough leather gloves of strength (+2) (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats Str +2 offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| On head |  iron helm of constitution (+2) (0 def, 3 armour) 3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats Con +2 defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Tool |  Seartickler [power 1]  (25 cooldown) 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats Cun +1 offense ------ Mind Crit +1% When Hit 6 mind 6 fire Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  savior's copper ring 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+5 eff.) Rings make your fingers look great! | 
| Around waist |  Mighty Girdle 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 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. | 
| Main armor |  iron mail armour of cold resistance (2 def, 4 armour) 14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +16% cold A suit of armour made of mail. | 
| In main hand |  Radharegolin the Bleakglamour (117% power, 10 apr) 3.0 Encumbrance T1 greatsword 2H weapon [Rare] Arcane Weapon Damage 117% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% Ignore Shields +16% On-Hit, radius 1 +4 mind +8 darkness While equipped: Stats Cun +1 offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 9% Massive two-handed swords. | 
| Light source |  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. | 
Inventory
|  healing infusion (heal 40; cd 10) 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the sneak (res 19%; physical; dur 3; cd 11) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 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 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  manasurge rune (regen 600% over 10 turns; mana 30; cd 15) 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (0 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  manasurge rune (regen 600% over 10 turns; mana 30; cd 17) 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (0 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune (absorb 25; cd 15) 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 25 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune (absorb 20; cd 21) 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune (absorb 76; dur 3; cd 15) 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 76 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  teleportation rune (range 32; cd 19) 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 32 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Pyreshine the iron dagger (101% power, 5 apr) 1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Rare] Master Weapon Damage 101% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +8 lightning While equipped: offense ------ Damage +9% fire Accuracy +6 (+3 eff.) defense ------ Defense +5 (+5 eff.) Resistance +3% acid +6% fire Disarm Resist +20% Sharp, short and deadly. | 
|  stralite dagger of massacre (142% power, 9 apr) 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego] Master Weapon Damage 142% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% Sharp, short and deadly. | 
|  thought-forged iron dagger (98% power, 5 apr) 1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Ego] Psionic Weapon Damage 99% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 mind +10 item expose On Hit: * 10% chance to reduce all saves and defense by 10 While equipped: Stats Cun +1 Wil +2 Sharp, short and deadly. | 
|  thought-forged iron dagger of persecution (100% power, 5 apr) 1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Ego] Disrupt/Psionic Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 mind +10 item expose Damage Against +7% Unnatural On Hit: * 10% chance to reduce all saves and defense by 10 While equipped: Stats Cun +2 Wil +4 Sharp, short and deadly. | 
|  iron greatsword (114% power, 1 apr) 3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 114% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. | 
|  arcing iron longsword of phasing (103% power, 7 apr) 3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +2.5% Attack Speed 100% Ignore Shields +10% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage Sharp, long, and deadly. | 
|  iron longsword of paradox (102% power, 2 apr) 3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane Weapon Damage 102% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +6 temporal While equipped: defense ------ Resistance +6% temporal Sharp, long, and deadly. | 
|  dwarven-steel mace 'Sparkwind' (132% power, 4 apr) 3.0 Encumbrance T3 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 132% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * Create an explosion dealing 38 cold damage (1/turn) On Critical: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 While equipped: Stats Con +2 offense ------ Physical Power +6 (+2 eff.) Damage +5% cold Ignore resists +15% lightning +7% physical +25% arcane +7% cold defense ------ Disease Resist +15% Disarm Resist +14% Blunt and deadly. It was changed by the digestive sack. | 
|  iron mace (105% power, 2 apr) 3.0 Encumbrance T1 mace 1H weapon [Normal] Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Blunt and deadly. | 
|  gifted mossy mindstar (72% power, 12 apr, nature damage) 3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 72% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +5 (+5 eff.) 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. | 
|  mossy mindstar of gales (77% power, 12 apr, nature damage) 3.0 Encumbrance T1 mindstar 1H weapon [Ego+] Nature Weapon Damage 77% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+2 eff.) Damage +5% lightning +6% cold +5% physical defense ------ Defense +6 (+6 eff.) Pinning Resist +15% 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. | 
|  steel waraxe 'Tidelash' (110% power, 3 apr) 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Arcane/Psionic Weapon Damage 110% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +6 darkness Damage Against +6% Living On-Hit, radius 1 +4 cold On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Critical: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 While equipped: defense ------ Resistance +12% cold One-handed war axes. | 
|  mindwoven linen robe (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+2 eff.) defense ------ Resistance +7% all Mind save +15 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  miner's pair of rough leather boots of tirelessness (0 def, 2 armour) 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +2 other ------- Stamina/turn +0.40 Max stamina +11.00 Infravision +1 A pair of boots made of leather. | 
|  grounding rough leather cap (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +5% temporal A cap made of leather. | 
|  iron mail armour (2 def, 4 armour) 14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. | 
|  cleansing rough leather armour of acid resistance (3 def, 2 armour) 9.0 Encumbrance T1 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Resistance +16% acid +10% nature +10% blight A suit of armour made of leather. | 
|  iron shield (0 def, 2 armour, 94% power, 20.5 block) 7.0 Encumbrance T1 shield armor [Normal] 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 +20 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. | 
|  agate 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con +1 Item imbue powers: Stats Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  iron pickaxe (dig speed 38 turns) 3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats Str +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  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. | 
| Mirror of Reflection (Portable)Mirror of Reflection (Portable) 0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. | 
|  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. | 
|  elm totem of stinging [power 110]  (15 cooldown) 2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. | 
|  2 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
 Squadmate (Nightmare (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate (Nightmare (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By Paladine the Dwarf Sun Paladin level 5
17th Voratun 122nd year of Ascendancy at 20:00 see stats
 The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Paladine the Dwarf Sun Paladin level 6
30th Voratun 122nd year of Ascendancy at 14:03 see stats
Log
Paladine feels pain again.
Gunsnake uses Startling Shot.
Gunsnake misses his shot.
Paladine casts Wave of Power.
Paladine misses Gunsnake.
Evasive Shots fires a retaliatory shot at Paladine!
Gunsnake's Evasive Shots hits Paladine for 102 physical damage.
Gunsnake's Evasive Shots hits Paladine for 34 physical damage.
Gunsnake uses Double Shots.
Gunsnake's Double Shots performs a ranged critical strike against Paladine!
Paladine shrugs off the effect 'Stunned'!
Paladine shrugs off the effect 'Stunned'!
Paladine is stunned!
Paladine shrugs off the effect 'Stunned'!
Gunsnake's Double Shots hits Paladine for 16 physical damage.
Gunsnake's Double Shots hits Paladine for 15 physical damage.
Gunsnake's Double Shots hits Paladine for 26 physical damage.
Gunsnake's Double Shots hits Paladine for 17 physical damage.
Gunsnake shoots!
Paladine is not stunned anymore.
Talent Infusion: Healing is ready to use.
Talent Healing Light is ready to use.
Talent Bathe in Light is ready to use.
Talent Stunning Blow is ready to use.
Gunsnake's Shoot hits Paladine for 29 physical damage.
Paladine the level 7 dwarf sun paladin was decapitated to death by Gunsnake on level 2 of Ruins of Kor'Pul.











































