










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | SkooBot 1.6.7Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a) 
 
 This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
 
 
 
 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! Ignore Race/Class Locks 1.7.0Modifies 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: 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:
 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Insane Roguelike | 
| Sex | Female | 
| Race | Ghoul | 
| Class | Temporal Warden | 
| Level / Exp | 6 / 36% | 
| Size | medium | 
| Lifes / Deaths | Killed by skeleton magus at level 6 on the 3rd Mirth 122nd year of Ascendancy at 12:35  / 1 | 
Primary Stats
| Strength | 20 (base 10) | 
| Dexterity | 17 (base 16) | 
| Constitution | 22 (base 10) | 
| Magic | 29 (base 29) | 
| Willpower | 14 (base 12) | 
| Cunning | 8 (base 10) | 
Resources
| Life | -49/232 | 
| Paradox | 328 | 
| Healing Factor | 1.2024166372473 | 
| Regeneration | 0.30060415931182 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -2.2204460492503E-14% | 
| Spell | 0% | 
| Global | +80% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| Infravision | 1 | 
Offense: Mainhand
| Damage | 34 | 
| Accuracy | 32 | 
| Crit Chance | 0% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 27 | 
| Crit Chance | 0% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 18 | 
| Crit Chance | 0% | 
| Speed | 1 | 
Offense: Damage Bonus
| Light | +14% | 
| Physical | +3% | 
Offense: Damage Penetration
| Physical | +20% | 
Defense: Base
| Armour (hardiness) | 14.335093952971 (47.857809501309%) | 
| Defense | 16 | 
| Ranged Defense | 16 | 
| Fatigue | 14 | 
| Physical Save | 14 | 
| Spell Save | 15 | 
| Mental Save | 7 | 
Defense: Resistances
| Acid | + 18%( 70%) | 
| Light | + 36%( 70%) | 
| Temporal | + 3%( 70%) | 
| Nature | + 9%( 70%) | 
| Cold | + 6%( 70%) | 
| Fire | + 15%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Stun Resistance | 50% | 
| Bleed Resistance | 100% | 
| Fear Resistance | 100% | 
| Poison Resistance | 80% | 
| Instadeath Resistance | 100% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 130 damage for 5 turns.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 50 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.  | 
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%.  | 
Class Talents
| Chronomancy / Bow Threading | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Chronomancy / Speed Control | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Chronomancy / Spacetime Folding | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Chronomancy / Temporal Combat | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Chronomancy / Temporal Guardian | 1.30 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Chronomancy / Blade Threading | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Chronomancy / Chronomancy | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Undead / Ghoul | 1.10 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Chronomancy / Spacetime Weaving | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 1/5 | 
  | 0/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
Quests
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 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble.  | done | 
Equipment
| On feet |  [vs. miner's pair of iron boots of tirelessness (0 def, 4 armour) (On feet)]miner's pair of iron boots of tirelessness (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 (-) Fatigue: +2% (-) Stamina each turn: +0.40 (-) Maximum stamina: +11.00 (-) Infravision radius: +1 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Quiver |  [vs. high-capacity quiver of elm arrows of wind (43/44, 12-17 power, 5 apr) (Quiver)]high-capacity quiver of elm arrows of wind (43/44, 12-17 power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.0 - 16.8 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-) Crit. chance: +1.0% (-) Capacity: 44 (-) On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 107 physical damage Travel speed: +200% (-) When wielded/worn: Ammo reloads per turn: +2 (-) Arrows are used with bows to pierce your foes to death.  | 
| On hands |  [vs. Smolderdream the rough leather gloves (0 def, 1 armour) (On hands)]Smolderdream the rough leather gloves (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Damage (Melee): 6(-) light Changes resistances: +6%(-) light / +9%(-) fire Changes damage: +4%(-) light Psi when hit: +0.12 (-) Hate when firing a critical mind attack: +1.00 (-) 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 |  [vs. Festerpeal the iron helm (0 def, 3 armour) (On head)]Festerpeal the iron helm (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +1(-) Wil Changes resistances: +6%(-) fire / +3%(-) nature / +6%(-) cold Light radius: +3 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| Around waist |  [vs. rough leather belt of carrying (Around waist)]rough leather belt of carrying Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% (-) Maximum encumbrance: +20 (-) A belt that goes around your waist.  | 
| Main armor |  [vs. Velithra (12 def, 4 armour) (Main armor)]Velithra (12 def, 4 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +12 (+12 eff.) (-) Fatigue: +12% (-) Changes resistances: +15%(-) acid Changes resistances penetration: +20%(-) physical Changes damage: +3%(-) physical A suit of armour made of mail.  | 
| In main hand |  [vs. elm longbow (In main hand, 1 of 2)]elm longbow Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% (-) Firing range: +6 (-) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices  | 
| Light source |  [vs. Summertide Phial (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
| Cloak |  [vs. Cloak of Deception (Cloak)]Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) (-) Spellpower: +5 (+3 eff.) (-) Mindpower: +5 (+5 eff.) (-) A black cloak, with subtle illusion enchantments woven into its very fabric.  | 
| Around neck |  [vs. copper amulet 'Aruwyn' (Around neck)]copper amulet 'Aruwyn' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +3%(-) acid / +3%(-) temporal / +6%(-) nature Amulets make your neck look great!  | 
Inventory
 This item will automatically be transmogrified when you leave the level.healing infusion of the wizard (heal 101; cd 14) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 101 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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 nature talent.  | 
 This item will automatically be transmogrified when you leave the level.movement infusion of the titan (speed 491%; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 491% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 [vs. Rune: Shatter Afflictions (on body)]This item will automatically be transmogrified when you leave the level. shatter afflictions rune of the psychic (absorb 42; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14(-4) 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 42(-8) 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 +Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 [vs. elm longbow (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Cuthysus the elm vilestaff (10-12 power, 2 apr, acid element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(+10.0 - +12.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-6) When wielded/worn: Physical power: +5 (+3 eff.) Changes damage: +10% acid Talent granted: +1 Command Staff Critical mult.: +10.00% Only die when reaching: -20.00 life Maximum stamina: +10.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +7% Infravision radius: +3 Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices  | 
 [vs. elm longbow (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. elm starstaff 'Urthibar' (10-12 power, 2 apr, temporal element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(+10.0 - +12.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-6) When wielded/worn: Defense: +7 (+5 eff.) Changes stats: +1 Con Changes resistances: +3% light Changes damage: +10% temporal Talent granted: +1 Command Staff Silence immunity: +20% Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 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 6 that illuminates the area and deals 60.25 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices  | 
 [vs. elm longbow (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. elm vilestaff (10-12 power, 2 apr, fire element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(+10.0 - +12.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-6) When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices  | 
 [vs. elm longbow (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. iron battleaxe 'Gunatir' (16-23 power, 1 apr) Requires: - Magic 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.5 - 23.2(+15.5 - +23.2) Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% (-) Firing range: +0 (-6) Damage (Melee): +9 darkness Damage against: +10% Living When wielded/worn: Changes resistances: +6% light Changes damage: +3% acid Massive two-handed battleaxes. Tap to cycle through comparison choices  | 
 [vs. elm longbow (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. arcing iron greatsword of massacre (24-38 power, 1 apr) Requires: - Magic 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 23.5 - 37.6(+23.5 - +37.6) Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-6) On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 45 damage Massive two-handed swords. Tap to cycle through comparison choices  | 
 [vs. elm longbow (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Lorurogrim the Vipertouch (12-16 power, 2 apr) Requires: - Magic 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1(+11.5 - +16.1) Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-6) On weapon hit: * 11% chance to reduce all saves and defense by 12 Damage (Melee): +5 mind When wielded/worn: Changes stats: +1 Cun / +2 Wil Changes resistances: +3% nature Psi when hit: +0.12 Light radius: +1 Sharp, long, and deadly. Tap to cycle through comparison choices  | 
 [vs. elm longbow (In main hand, 1 of 2)]acidic iron longsword of paradox (12-16 power, 2 apr) Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1(+11.5 - +16.1) Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-6) On weapon crit: + Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 Damage (Melee): +5 temporal When wielded/worn: Changes resistances: +6% temporal Sharp, long, and deadly. Tap to cycle through comparison choices  | 
 [vs. elm longbow (In main hand, 1 of 2)]iron longsword (10-14 power, 2 apr) Requires: - Magic 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.0 - 14.0(+10.0 - +14.0) Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-6) Sharp, long, and deadly. Tap to cycle through comparison choices  | 
 [vs. elm longbow (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. Serpent's Glare (7-8 power, 15 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7(+7.0 - +7.7) Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% (-) Firing range: +0 (-6) Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+3 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 133.14 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Tap to cycle through comparison choices  | 
 [vs. high-capacity quiver of elm arrows of wind (43/44, 12-17 power, 5 apr) (Quiver)]This item will automatically be transmogrified when you leave the level. Malusin (13/13, 23-28 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 23.0 - 27.6(+11.0 - +10.8) Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-4) Crit. chance: +10.0% (+9.0%) Capacity: 13 (-31) On weapon hit: - 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 107 physical damage On weapon crit: + Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% (-) When wielded/worn: Ammo reloads per turn: +1 (-1) Shots are used with slings to pummel your foes to death.  | 
 [vs. high-capacity quiver of elm arrows of wind (43/44, 12-17 power, 5 apr) (Quiver)]This item will automatically be transmogrified when you leave the level. deadly pouch of steel shots of accuracy (15/15, 25-30 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 25.0 - 30.0(+13.0 - +13.2) Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +2 (-3) Crit. chance: +4.5% (+3.5%) Capacity: 15 (-29) On weapon hit: - 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 107 physical damage Travel speed: +0% (-200%) When wielded/worn: Ammo reloads per turn: +0 (-2) Shots are used with slings to pummel your foes to death.  | 
 [vs. Velithra (12 def, 4 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. mindwoven woollen robe of fire (+15%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-12 (-12 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-15%) acid / +15% fire / +9% all Changes resistances penetration: +0%(-20%) physical Changes damage: +0%(-3%) physical / +10% fire Mental save: +16 (+14 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 [vs. Velithra (12 def, 4 armour) (Main armor)]rough leather armour (3 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-2) Defense: +3 (+3 eff.) (-9 (-9 eff.)) Fatigue: +6% (-6%) Changes resistances: +0%(-15%) acid Changes resistances penetration: +0%(-20%) physical Changes damage: +0%(-3%) physical A suit of armour made of leather.  | 
 [vs. Velithra (12 def, 4 armour) (Main armor)]impenetrable iron mail armour of lightning resistance (2 def, 9 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 (+5) Defense: +2 (+2 eff.) (-10 (-10 eff.)) Fatigue: +12% (-) Changes resistances: +15% lightning / +0%(-15%) acid Changes resistances penetration: +0%(-20%) physical Changes damage: +0%(-3%) physical A suit of armour made of mail.  | 
 [vs. Velithra (12 def, 4 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. rejuvenating iron plate armour of resilience (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (+3) Defense: +0 (+0 eff.) (-12 (-12 eff.)) Fatigue: +22% (+10%) Changes resistances: +0%(-15%) acid Changes resistances penetration: +0%(-20%) physical Changes damage: +0%(-3%) physical Life regen: +2.10 Stamina each turn: +0.60 Maximum life: +22.00 A suit of armour made of metal plates.  | 
 [vs. rough leather belt of carrying (Around waist)]This item will automatically be transmogrified when you leave the level. grounding rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Changes resistances: +6% lightning / +5% temporal Maximum encumbrance: +0 (-20) A belt that goes around your waist.  | 
 [vs. Cloak of Deception (Cloak)]This item will automatically be transmogrified when you leave the level. linen cloak of the Shaloren (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Defense: +1 (+1 eff.) Changes stats: +1 Mag / +1 Wil Spellpower: +0 (+0 eff.) (-5 (-3 eff.)) Mindpower: +0 (+0 eff.) (-5 (-5 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 [vs. Festerpeal the iron helm (0 def, 3 armour) (On head)]clarifying linen wizard hat of corrosion (+15%) (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Defense: +1 (+1 eff.) Fatigue: +0% (-5%) Changes stats: +2 Cun / +0(-1) Wil Changes resistances: +15% acid / +0%(-6%) fire / +0%(-3%) nature / +0%(-6%) cold Changes damage: +10% acid Mental save: +5 (+5 eff.) Light radius: +0 (-3) A pointy cloth hat, very wizardly...  | 
 [vs. Festerpeal the iron helm (0 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. rough leather cap (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-4%) Changes stats: +0(-1) Wil Changes resistances: +0%(-6%) fire / +0%(-3%) nature / +0%(-6%) cold Light radius: +0 (-3) A cap made of leather.  | 
 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 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.  | 
 [vs. Summertide Phial (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +3 (-2) Healing mod.: +0% (-10%) 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.  | 
 [vs. Summertide Phial (Light source)]scorching brass lantern of clarity Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Damage when hit (Melee): 10 fire Changes resistances: +0%(-30%) light / +6% fire Changes damage: +0%(-10%) light Mental save: +6 (+6 eff.) Light radius: +3 (-2) See stealth: +8 See invisible: +6 Healing mod.: +0% (-10%) 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.  | 
 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
Achievements
Log
Burning from Skeleton magus hits Xanirevena's temporal clone for (4 shared) damage.
Burning from Skeleton magus hits Xanirevena for 16 fire damage.
Skeleton magus casts Manathrust.
Skeleton magus hits Xanirevena's temporal clone for (21 shared) damage.
Skeleton magus hits Xanirevena for 87 arcane damage.
Xanirevena casts Rune: Shatter Afflictions.
Xanirevena stops burning.
A shield forms around Xanirevena.
Xanirevena's temporal clone casts Invigorate.
Xanirevena's temporal clone is invigorated.
Your summoned Xanirevena's temporal clone disappears.
Xanirevena shoots!
Xanirevena warps space-time to equip: elm longbow
high-capacity quiver of elm arrows of wind.
Xanirevena's Shoot hits Skeleton magus for 38 physical, 17 temporal (55 total damage).
Skeleton magus casts Flame.
Your shield crumbles under the damage!
The shield around Xanirevena crumbles.
Xanirevena is on fire!
Skeleton magus's Flame hits Xanirevena for (50 absorbed), 17 fire (17 total damage).
Xanirevena shoots!
Xanirevena casts Invigorate.
Xanirevena is invigorated.
Talent Rune: Shielding is ready to use.
Burning from Skeleton magus hits Xanirevena for 22 fire damage.
Skeleton magus casts Manathrust.
Skeleton magus hits Xanirevena for 108 arcane damage.
Xanirevena the level 6 ghoul temporal warden was imploded to death by a skeleton magus on level 1 of collapsed tower.













































































