











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 | 
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Forbidden Cults 1.5.9Official 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 | Female | 
| Race | Halfling | 
| Class | Sea Knight | 
| Level / Exp | 12 / 55% | 
| Size | small | 
| Lifes / Deaths | Killed by Glorodhetta the awoken tentacle tree at level 12 on the 3rd Dusk 122nd year of Ascendancy at 20:07  / 1 | 
Primary Stats
| Strength | 10 (base 10) | 
| Dexterity | 23 (base 15) | 
| Constitution | 18 (base 10) | 
| Magic | 40 (base 37) | 
| Willpower | 15 (base 12) | 
| Cunning | 27 (base 21) | 
Resources
| Life | -155/433 | 
| Mana | 82/166 | 
| Stamina | 130/134 | 
| Healing Factor | 1.1738297872341 | 
| Regeneration | 0.29345744680852 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| See Stealth | 7 | 
| See Invisible | 6 | 
Offense: Mainhand
| Damage | 35 | 
| Accuracy | 46 | 
| Crit Chance | 11% | 
| APR | 8 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 16 | 
| Accuracy | 46 | 
| Crit Chance | 11% | 
| APR | 13 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 41 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 20 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +4% | 
| Nature | +6% | 
| Cold | +22% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 11 (36.618610747051%) | 
| Defense | 30 | 
| Ranged Defense | 30 | 
| Fatigue | 0.54756380510441 | 
| Physical Save | 30 | 
| Spell Save | 28 | 
| Mental Save | 23 | 
Defense: Resistances
| Lightning | + 19%( 70%) | 
| Nature | + 34%( 76%) | 
| Temporal | + 31%( 70%) | 
| Blight | + 11%( 66%) | 
| Physical | + 16%( 70%) | 
| Cold | + 61%( 76%) | 
| All | + 14%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Pinning Resistance | 22% | 
| Poison Resistance | 38% | 
| Knockback Resistance | 20% | 
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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: 1.0 Infusion: RegenerationUse 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 60 life over 5 turns.  | 
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 300 damage for 5 turns. Its effects scale with your Magic stat.  | 
Class Talents
| Spell / Riptide | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
| Spell / Water | 1.10 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / One With the Sea | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 2/5 | 
  | 0/5 | 
| Spell / Healing Waters | 1.30 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Technique / Weapons Master | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Adventure / Partner | 1.00 | 
  | 0/18 | 
  | 0/41 | 
  | 0/3 | 
  | 0/2 | 
  | 0/2 | 
  | 0/2 | 
| Technique / Combat Casting | 1.00 | 
  | 2/5 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
| Race / Halfling | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Scoundrel | 1.20 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.10 | 
  | 0/5 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
  | 1/5 | 
Effects
| talent | Anime Style | 
| talent | Element of Life | 
| talent | Eldritch Combat | 
| talent | Drink Deep | 
| talent | Eldritch Aura | 
| talent | Lacerating Strikes | 
| talent | Go With The Flow | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation | 
| detrimental effect | Caught by a tentacle from Glorodhetta the awoken tentacle tree that deals 166% tentacle damage and pulls you 1 space towards them each turn. Tentacle Constriction | 
| beneficial effect | The target's spellpower has been increased by 4. Spellsurge | 
| detrimental effect | Huge cut that bleeds, doing 9.97 physical damage per turn. Bleeding | 
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression | 
| detrimental effect | The target is on fire, taking 50.54 fire damage per turn. Burning | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation | 
| detrimental effect | Your strength is fading, causing you to take 16.11 damage each turn. Fading | 
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 9 defense. Evasion | 
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest) | done | 
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +2.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | active | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained!  | active | 
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.'  | active | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
Equipment
| On feet |  scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)Requires: Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +12.00 Spellpower: +3 (+1 eff.) A pair of boots made of leather.  | 
| Light source |  survivor's brass lantern of clarityRequires: Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Light radius: +2 See stealth: +7 See invisible: +6 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
| On head |  Balymamnir (0 def, 9 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +3 (+1 eff.) Armour: +9 Fatigue: +5% Changes stats: +3 Str / +2 Con Changes resistances: +2% physical Physical save: +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| On hands |  iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Changes stats: +2 Dex When used to modify unarmed attacks: Power: 100% Range: 1.4x Uses stats: 40% Cun, 0% Str, 80% Mag, 15% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Tool |  Tooth of the Mouth (dig speed 12 turns)Requires: Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
| On fingers |  rogue's steel ringRequires: Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties.  | 
| Around neck |  stabilizing steel amulet of dexterity (+3)Requires: Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +15% temporal Pinning immunity: +22% Knockback immunity: +20% Amulets can have magical properties.  | 
| In main hand |  Poranne the Cindertreason (117% power, 3 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 117% Range: 1.4x Uses stats: 100% Mag, 18% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 physical Burst (radius 2) on crit: +8 fire When wielded/worn: Changes stats: +1 Con Critical mult.: +6.00% Only die when reaching: -40.00 life Maximum stamina: +5.00 One-handed war axes.  | 
| Around waist |  grounding rough leather belt of resilienceRequires: Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +5% temporal Maximum life: +32.00 A belt that goes around your waist.  | 
| In off hand |  acidic steel waraxe of phasing (107% power, 8 apr)Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 107% Range: 1.4x Uses stats: 100% Mag, 18% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +14% Damage (Melee): +6 acid One-handed war axes.  | 
| Cloak |  regal linen cloak of the Shaloren (1 def, 0 armour)Requires: Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Wil / +1 Mag Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  woollen robe 'Ragokhad' (0 def, 0 armour)Requires: Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +32% cold Changes damage: +6% nature / +22% cold Critical mult.: +5.00% Poison immunity: +27% Disease immunity: +20% Spellpower on spell critical (stacks up to 3 times): +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
Inventory
 This item will automatically be transmogrified when you leave the level.healing infusion (heal 32) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 32 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 This item will automatically be transmogrified when you leave the level.healing infusion of the warrior (heal 57) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 57 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 movement infusion of the titan (354% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 354% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 110 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 110 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 regeneration infusion of the titan (heal 121 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 121 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 This item will automatically be transmogrified when you leave the level.vision rune (radius 11; dur 18; see humanoid) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 10) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any humanoid around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 Glarin the steel dagger (102% power, 6 apr)Requires: - Magic 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 102% Range: 1.3x Uses stats: 17% Dex, 90% Mag, 0% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning Burst (radius 1) on hit: +12 mind When wielded/worn: Changes stats: +3 Dex Grants telepathy: Humanoid/Orc Light radius: +1 See invisible: +6 Sharp, short and deadly.  | 
 balanced dwarven-steel dagger of daylight (118% power, 7 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 118% Range: 1.3x Uses stats: 0% Str, 90% Mag, 17% Dex Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +6 light Damage against: +10% Undead When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +5 (+3 eff.) Disarm immunity: +16% Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.ash magestaff 'Bloomnail' (111% power, 3 apr, cold element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+4 eff.) Fatigue: -4% Effects on melee hit: * 6% chance to blind Changes stats: +4 Str / +2 Dex / +1 Wil Changes resistances: +9% nature Changes damage: +15% cold Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 76.76 light damage. Staves designed for wielders of magic, by the greats of the art.  | 
 Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 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.  | 
 This item will automatically be transmogrified when you leave the level.Nightprophet of the Blightspawn (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Effects when hit in melee: * 20% chance to inflict 15% damage reduction * 22% chance to disease Changes stats: +2 Str Changes resistances: +6% acid / +6% fire / +7% cold / +6% lightning Allows you to breathe in: water Mental save: +9 (+4 eff.) Equilibrium when hit: +0.04 Infravision radius: +1 See invisible: +6 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.Woedash of the Blightspawn (4 def, 9 armour) Requires: - Magic 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Effects on melee hit: * 30% chance to inflict 15% damage reduction Effects when hit in melee: * 20% chance to disease * 24% chance to inflict 15% damage reduction Damage when hit (Melee): 5 light Changes stats: +4 Str / +2 Wil / +2 Con Changes resistances: +22% acid / +7% physical / +11% darkness / +14% blight / +5% fire / +5% cold / +5% lightning Changes resistances penetration: +5% physical Talent cooldown: Rush (-5 turns) Disarm immunity: +20% Stun/Freeze immunity: +22% Knockback immunity: +27% Light radius: +1 A suit of armour made of metal plates.  | 
 Coral Spray (8 def, 8 armour, 100% power, 48 block)Requires: - Magic 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stats: 140% Mag, 26% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean.  | 
 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 5 spinel0.00 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 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Anois the Halfling Sea Knight level 10
1st Summertide 122nd year of Ascendancy at 04:50 see stats
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Anois the Halfling Sea Knight level 10
3rd Flare 122nd year of Ascendancy at 19:44 see stats
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By Anois the Halfling Sea Knight level 10
5th Flare 122nd year of Ascendancy at 16:54 see stats
Log
Fading hits Anois for 17 damage.
Anois casts Erosion Wave.
Anois hits Glorodhetta the awoken tentacle tree for 26 physical, 4 physical, 14 physical, 5 acid (49 total damage).
Eldritch Combat hits Anois for 13 healing, 14 healing (0 total damage) [27 healing].
Glorodhetta the awoken tentacle tree hits Anois for 0 physical, 10 physical (10 total damage).
Glorodhetta the awoken tentacle tree uses Steady Shot.
Anois deflects the projectile from Glorodhetta the awoken tentacle tree but fumbles!
Glorodhetta the awoken tentacle tree's Steady Shot hits Anois for 81 physical, 11 fire, 6 mind (99 total damage).
Tentacle Constriction from Glorodhetta the awoken tentacle tree performs a melee critical strike against Anois!
Glorodhetta the awoken tentacle tree casts Earthen Missiles.
Anois stops regenerating health quickly.
Talent Erosion Wave is ready to use.
Glorodhetta the awoken tentacle tree uses Steady Shot.
Anois starts to bleed.
Glorodhetta the awoken tentacle tree receives 58 healing.
Glorodhetta the awoken tentacle tree's Earthen Missiles hits Anois for (6 mitigated), 30 physical, (1 mitigated), 3 physical (33 total damage).
Tentacle Constriction from Glorodhetta the awoken tentacle tree hits Anois for 38 darkness damage.
Glorodhetta the awoken tentacle tree's Earthen Missiles hits Anois for (2 mitigated), 8 physical, (1 mitigated), 4 physical (13 total damage).
Burning from Glorodhetta the awoken tentacle tree hits Anois for (35 mitigated), 19 fire (19 total damage).
Anois receives 24 healing from Drink Deep.
Bleeding from Anois hits Glorodhetta the awoken tentacle tree for 5 physical damage.
Anois hits Glorodhetta the awoken tentacle tree for 16 blight damage.
Eroding away from Anois hits Glorodhetta the awoken tentacle tree for 44 nature, 51 cold (94 total damage).
Fading hits Anois for 15 damage.
Anois performs a melee critical strike against Glorodhetta the awoken tentacle tree!
Anois casts Erosion Bolt.
Glorodhetta the awoken tentacle tree's Steady Shot performs a ranged critical strike against Anois!
Saving game...



















































