











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! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 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 | Ogre | 
| Class | Sun Paladin | 
| Level / Exp | 15 / 98% | 
| Size | big | 
| Lifes / Deaths | Killed by Hallowed Ghost at level 15 on the 39th Dusk 122nd year of Ascendancy at 19:02/ 1 | 
Primary Stats
| Strength | 29 (base 26) | 
| Dexterity | 14 (base 10) | 
| Constitution | 21 (base 21) | 
| Magic | 36 (base 34) | 
| Willpower | 11 (base 10) | 
| Cunning | 17 (base 10) | 
Resources
| Life | -92/507 | 
| Positive | 11/92 | 
| Stamina | 144/144 | 
| Healing Factor | 1.414804467222 | 
| Regeneration | 11.955097748026 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| See Invisible | 3 | 
Offense: Mainhand
| Damage | 59 | 
| Accuracy | 30 | 
| Crit Chance | 14% | 
| APR | 7 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 28 | 
| Crit Chance | 13% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 27 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Damage Bonus
| Mind | +3% | 
| Physical | +3% | 
| Light | +46% | 
| All | 0% | 
Offense: Damage Penetration
| Mind | +15% | 
| Physical | +5% | 
| Fire | +15% | 
| Temporal | +15% | 
Defense: Base
| Armour (hardiness) | 18 (30%) | 
| Defense | 27 | 
| Ranged Defense | 27 | 
| Fatigue | 22 | 
| Physical Save | 26 | 
| Spell Save | 31 | 
| Mental Save | 20 | 
Defense: Resistances
| Acid | + 3%( 70%) | 
| Blight | + 9%( 70%) | 
| Arcane | + 8%( 70%) | 
| Cold | + 26%( 70%) | 
| All | + 3%( 70%) | 
| Lightning | + 3%( 70%) | 
| Light | + 67%( 70%) | 
| Fire | + 16%( 70%) | 
| Mind | + 15%( 70%) | 
Defense: Immunities
| Disarm Resistance | 20% | 
| Bleed Resistance | 50% | 
| Confusion Resistance | 20% | 
| Silence Resistance | 10% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 20% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 12 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 58 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 Strength stat. | 
| Runes | Effective talent level: 1.0Rune: Blink Use mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. | 
Class Talents
| Technique / Combat veteran | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Guardian | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Combat | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Celestial / Sun | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| Technique / Shield offense | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Two-handed assault | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Celestial / Light | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Chants | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Ogre | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.Echoes of the Spellblaze There are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done | 
| You failed to protect the injured seer from death by Porira the hornet swarm.Escort: injured seer (level 1 of Old Forest) | failed | 
| You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul.Escort: lost tinker (level 2 of Ruins of Kor'Pul) As a reward you improved Dexterity 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 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 | 
| 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. | 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 | 
Equipment
| On feet |  Veloyabrewyn the pair of iron boots (0 def, 5 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +3 Wil ----- def ----- Armour +5 Fatigue +2% Resists +5% arcane +6% blight Crit.chn- 10.00% Phys.save +5 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) HP.reg +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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. | 
| On head |  linen wizard hat 'Amulerim' (1 def, 0 armour) 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% light Res.pen +5% physical +15% temporal Melee Ret 4 physical ----- def ----- Defense +1 (+1 eff.) Resists +16% light ---------- misc Stam/turn +2.00 A pointy cloth hat, very wizardly... | 
| On hands |  iron gauntlets 'Cuthindil' (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +5 (+2 eff.) Dmg.mod +3% mind Acc +6 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Crit.chn- 15.00% Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +20% ---------- misc Light +3 See.Invis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
| Tool |  Quenchveil the ash wand of shielding [power 194]  (24/20 cooldown) 2.0 T2 wand charm [Rare] Arcane While equipped: ----- def ----- Defense +5 (+3 eff.) Resists +9% cold Crit.chn- 10.00% Die.at -60.00 life Silence- +10% Knockbk- +20% Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| On fingers |  copper ring 'Torchoracle' 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Crit.mult +5.00% Phys.pwr +15 (+5 eff.) Dmg.mod +3% physical Res.pen +15% mind +10% fire ----- def ----- Defense +6 (+3 eff.) Rings make your fingers look great! | 
| On fingers |  steel ring of light (+20%) 0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings make your fingers look great! | 
| Around neck |  clarifying copper amulet of healing 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% mind Heal.mod +10% Cut- +50% Confus- +20% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 210 life. The life healed will increase with your Mindpower. Amulets make your neck look great! | 
| In main hand |  Bill's Tree Trunk (136% power, 7 apr) 5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 6/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! | 
| Around waist |  Emelabresemira the rough leather belt 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.pwr +15 (+7 eff.) ----- def ----- Max.HP +32.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.16 Psi/ret +0.04 Vim/s.crit +1.00 Max.hate +2.00 A belt that goes around your waist. | 
| In off hand |  Coral Spray (8 def, 8 armour, 117% power, 48 block) 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. | 
| Cloak |  Samedas the Glaresweep (7 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% light Res.pen +5% fire Melee Ret 8 light ----- def ----- Defense +7 (+4 eff.) Resists +3% fire Phys.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. | 
| Main armor |  troll-hide cured leather armour (6 def, 4 armour) 9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +45.00 HP.reg +4.20 Heal.mod +12% A suit of armour made of leather. | 
Inventory
|  healing infusion of the wizard (heal 134; cd 10) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 134 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. 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 warrior (res 23%; magical; dur 3; cd 16) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. 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 warrior (res 23%; physical; dur 4; cd 12) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Prismatic Rune (6 turns; mind, physical, nature, darkness) 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 mind, 4 physical, 3 nature, 3 darkness Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  teleportation rune of the wizard (range 70; cd 15) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 70 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
|  copper amulet of constitution (+2) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! | 
|  starlit copper amulet 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +11% darkness Blind- +20% Amulets make your neck look great! | 
|  mule's copper ring of frost (+20%) 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Fatigue -4% Resists +20% cold ---------- misc Max.enc +20 Rings make your fingers look great! | 
|  warrior's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! | 
|  acidic steel battleaxe of phasing (125% power, 12 apr) 3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 126% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +5.0% Atk.spd 100% Phasing +14% On Crit: * Splash the target with acid dealing 78 damage over 5 turns and reducing armor and accuracy by 10 Massive two-handed battleaxes. | 
|  acidic iron waraxe of phasing (102% power, 8 apr) 3.0 T1 waraxe 1H weapon [Ego] Arcane Power 102% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +3.5% Atk.spd 100% Phasing +11% On Crit: * Splash the target with acid dealing 78 damage over 5 turns and reducing armor and accuracy by 10 One-handed war axes. | 
|  iron waraxe 'Starspar' (104% power, 2 apr) 3.0 T1 waraxe 1H weapon [Rare] Nature Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 nature On Crit.r2 +4 light While equipped: dps ---------- Mind.pwr +15 (+7 eff.) ----- def ----- Resists +9% lightning +5% arcane ---------- misc Equi/ret +0.08 Max.psi +10.00 One-handed war axes. | 
|  Coalblow the rough leather belt 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Mag dps ---------- Mind.pwr +2 (+1 eff.) S.pwr/crit +6 Res.pen +5% blight ----- def ----- Phys.save +6 (+3 eff.) ---------- misc Max.mana +40.00 A belt that goes around your waist. | 
|  Sulfursnake (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil dps ---------- Crit.mult +10.00% S.pwr/crit +2 Dmg.mod +9% nature ----- def ----- Defense +1 (+1 eff.) Phys.save +9 (+5 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +41.00 Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Runolavor the pair of iron boots (5 def, 7 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 26% ----- def ----- Armour +7 Defense +5 (+3 eff.) Fatigue +2% Resists +3% fire Spell.save +3 (+1 eff.) ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. | 
|  rough leather gloves (0 def, 1 armour) 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +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. | 
|  grounding iron helm (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  iron helm 'Cracklebore' (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% darkness Res.pen +25% lightning +5% cold ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... | 
|  impenetrable iron mail armour of acid resistance (2 def, 9 armour) 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% Resists +15% acid A suit of armour made of mail. | 
|  reinforced iron shield (0 def, 4 armour, 100% power, 40 block) 7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 100% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +40 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. | 
|  reinforced iron shield (0 def, 4 armour, 94% power, 48.5 block) 7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 95% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +48 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. | 
|  reinforced steel shield of purity (0 def, 6 armour, 104% power, 66.5 block) 7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 105% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +66 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +12% nature +11% blight ---------- misc Talents +1 Block Handheld deflection devices. | 
|  4 agate 0.0 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. | 
|  6 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. | 
|  Isloyanne the Bogparry 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str +1 Mag +4 Cun dps ---------- Res.pen +15% nature ----- def ----- Resists +3% nature Max.HP +46.00 ---------- misc 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. | 
|  Planar Beacon 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 72.62 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 72.62 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. | 
|  brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc 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 health 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- misc 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. | 
|  Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Rod of Annulment (1/1) 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. | 
|  Rod of Recall (1/1) 2.0 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 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 healing [power 110]  (24/15 cooldown) 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  elm totem of stinging [power 116]  (24/15 cooldown) 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  evasive elm totem of stinging [power 110]  (24/15 cooldown) 2.0 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 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  cleansing elm wand of clairvoyance [power 9]  (24/15 cooldown) 2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 55 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to cleanse 2 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. | 
|  7 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  11 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +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.
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Dilbert the Ogre Sun Paladin level 10
1st Summertide 122nd year of Ascendancy at 01:46 see stats
 The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Dilbert the Ogre Sun Paladin level 9
9th Mirth 122nd year of Ascendancy at 16:10 see stats
 The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By Dilbert the Ogre Sun Paladin level 13
12nd Dusk 122nd year of Ascendancy at 07:40 see stats
Log
Hallowed Ghost is not dazed anymore.
Talent Sun Ray is ready to use.
Hallowed Ghost damages himself through Martyrdom!
Epidemic from Hallowed Ghost hits Dilbert for 13 blight damage.
Weakness Disease from Hallowed Ghost hits Dilbert for 5 blight damage.
Decrepitude Disease from Hallowed Ghost hits Dilbert for 14 blight damage.
Hurricane from Ultimate gwelgoroth hits Hallowed Ghost for 23 lightning damage.
Hurricane from Ultimate gwelgoroth hits Dilbert for 27 lightning damage.
Hurricane from Ultimate gwelgoroth hits Gwelgoroth for 0 lightning damage.
Dilbert hits Hallowed Ghost for 0 blight, 1 blight, 1 blight (2 total damage).
Shield of Light hits Dilbert for 8 healing, 8 healing, 8 healing, 8 healing (0 total damage) [34 healing].
Dilbert casts Sun Ray.
Hallowed Ghost resists the blinding light!
Gwelgoroth resists the blinding light!
Ultimate gwelgoroth casts Lightning.
Hallowed Ghost casts Cyst Burst.
Hallowed Ghost damages himself through Martyrdom!
Ultimate gwelgoroth hits Dilbert for 92 lightning damage.
Hurricane from Ultimate gwelgoroth hits Hallowed Ghost for 20 lightning damage.
Hurricane from Ultimate gwelgoroth hits Dilbert for 23 lightning damage.
Hurricane from Ultimate gwelgoroth hits Gwelgoroth for 0 lightning damage.
Hallowed Ghost hits Dilbert for 50 blight damage.
Shield of Light hits Dilbert for 5 healing, 5 healing, 5 healing, 5 healing (0 total damage) [22 healing].
Dilbert hits Hallowed Ghost for 3 blight damage.
Dilbert hits Gwelgoroth for 125 light damage.
Melee retaliation hits Gwelgoroth for 26 light, 4 physical (29 total damage).
Gwelgoroth hits Dilbert for 15 lightning damage.
Dilbert the level 15 ogre sun paladin was debilitated by noxious blight before falling to death by Hallowed Ghost on level 1 of Derth.
You are no longer encumbered.















































