










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 | 
| Addons | Items Vault 1.5.0Donators/Buyers bonus! | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Male | 
| Race | Skeleton | 
| Class | Archer | 
| Level / Exp | 32 / 18% | 
| Size | medium | 
| Lifes / Deaths | Killed by Mayora the faerlhing at level 31 on the 20th Dusk 123rd year of Ascendancy at 04:30/ 1 | 
Primary Stats
| Strength | 51 (base 12) | 
| Dexterity | 101 (base 60) | 
| Constitution | 34 (base 34) | 
| Magic | 22 (base 10) | 
| Willpower | 19 (base 10) | 
| Cunning | 47 (base 39) | 
Resources
| Life | 885/888 | 
| Mana | 211/211 | 
| Stamina | 174/174 | 
| Healing Factor | 1.4764705882353 | 
| Regeneration | 8.489705882353 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 11 | 
| Infravision | 9 | 
| See Stealth | 74.761670570017 | 
| See Invisible | 69.761670570017 | 
Offense: Mainhand
| Damage | 139 | 
| Accuracy | 57 | 
| Crit Chance | 27% | 
| APR | 26 | 
| Speed | 0.80 | 
Offense: Spell
| Spellpower | 23 | 
| Crit Chance | 14% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 28 | 
| Crit Chance | 14% | 
| Speed | 1 | 
Offense: Damage Bonus
| Light | +6% | 
| Temporal | +27% | 
| Blight | +4% | 
| Physical | +37% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +59% | 
| Light | +10% | 
| Temporal | +17% | 
Defense: Base
| Armour (hardiness) | 13 (30%) | 
| Defense | 35 | 
| Ranged Defense | 35 | 
| Fatigue | 11 | 
| Physical Save | 25 | 
| Spell Save | 40 | 
| Mental Save | 22 | 
Defense: Resistances
| Lightning | + 16%( 70%) | 
| Nature | + 26%( 70%) | 
| Blight | + 26%( 70%) | 
| Physical | + 22%( 70%) | 
| Cold | + 49%( 70%) | 
| All | + 7%( 70%) | 
Defense: Immunities
| Stun Resistance | 48% | 
| Confusion Resistance | 28% | 
| Fear Resistance | 100% | 
| Poison Resistance | 100% | 
| Blind Resistance | 36% | 
| Disarm Resistance | 10% | 
| Bleed Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 50% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Heat Beam Use mode: Activated Range: 4 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 215.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning stat. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 17 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 470 damage for 4 turns. Its effects scale with your Dexterity stat. | 
| 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 531 damage for 4 turns. Its effects scale with your Dexterity stat. | 
Class Talents
| Technique / Archery prowess | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| Technique / Combat techniques | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Munitions | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat veteran | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Archery training | 1.30 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Technique / Reflexes | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| Technique / Marksmanship | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
Generic Talents
| Undead / Skeleton | 1.10 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Spell / Stone alchemy | 0.80 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Mobility | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Premonition | 
| talent | Intuitive Shots | 
| talent | Piercing Ammunition | 
| beneficial effect | The target is under the effect of the cloak of deception, making it look human.Cloak of Deception | 
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done | 
| 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 | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| Enter the caverns of Ardhungol and look for Sun Paladin Rashim.Eight legs of wonder But be careful; those are not small spiders... | active | 
| You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell.Escort: injured seer (level 1 of Dreadfell) As a reward you improved talent Premonition (+1 level(s)). | done | 
| You failed to protect the injured seer from death by giant venus flytrap.Escort: injured seer (level 3 of Old Forest) | failed | 
| You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara.Escort: lone alchemist (level 2 of Daikara) As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done | 
| You failed to protect the lone alchemist from death by forest wight.Escort: lone alchemist (level 5 of Dreadfell) | failed | 
| You successfully escorted the lost warrior to the recall portal on level 1 of Daikara.Escort: lost warrior (level 1 of Daikara) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor.Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire.Escort: lost warrior (level 2 of Trollmire) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell.Escort: repented thief (level 7 of Dreadfell) As a reward you improved Dexterity by +2. | done | 
| You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor.Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) As a reward you improved Dexterity 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 treasure It looks extremely dangerous, however - beware. | active | 
| You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it?Hunt for the legendary Plumpkin! You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done | 
| The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.Let's hunt some Orc Find out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done | 
| After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope.Melinda, lucky girl | active | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done | 
| You arrived through the farportal in a cave, probably in the Far East.Strange new world Upon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done | 
| 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 Alchemists Stire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed skeleton mage skull. * You've found the needed vampire lord fang. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.The Sect of Kryl-Feijan They were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 2 lumberjacks have died. | done | 
| Investigate the bastions of the Pride.The many Prides of the Orcs * Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active | 
| You have been resurrected as an undead by some dark powers.The rotting stench of the dead However, 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 | 
| There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.The wild wild east | done | 
| Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you.There and back again * Find a Blood-Runed Athame. * Find a Resonating Diamond. | active | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided to join the slavers and take part in their game. You won the ring of blood! | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  blood-soaked pair of hardened leather boots of disengagement (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +2 Cun / +3 Dex It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.4 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 127% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. | 
| Quiver |  psychokinetic quiver of yew arrows of annihilation (20/20, 41.5-58.1 power, 16 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 41.5 - 58.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +41 physical Arrows are used with bows to pierce your foes to death. | 
| Light source |  Brighttrial the alchemist's lamp Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +15% cold Changes resistances penetration: +10% light Changes damage: +6% light Spell save: +38 (+13 eff.) Blindness immunity: +31% Confusion immunity: +18% Light radius: +9 See stealth: +13 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  aegis cashmere wizard hat of the mountain (+13%) (2 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +13% physical Changes damage: +13% physical Life regen: +2.20 Damage Shield Power: +11% A pointy cloth hat, very wizardly... | 
| Tool |  Tooth of the Mouth (dig speed 12 turns) 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 |  wizard's steel ring of perseverance Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+3 eff.) Stun/Freeze immunity: +23% Life regen: +2.10 Rings can have magical properties. | 
| On fingers |  marksman's copper ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +25% Life regen: +1.20 Rings can have magical properties. | 
| Around waist |  Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. | 
| In main hand |  Morningwill the dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical power: +14 (+4 eff.) Changes stats: +9 Str Changes resistances: +3% physical Changes resistances penetration: +49% physical / +17% temporal Changes damage: +24% physical / +27% temporal Talent cooldown: Arrow Stitching (-1 turn) Blindness immunity: +5% Disarm immunity: +10% Confusion immunity: +10% Light radius: +2 Damage Shield penetration: +44% Longbows are used to shoot arrows at your foes. | 
| On hands |  Snow Giant Wraps (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 171.13 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. | 
| Main armor |  drakeskin leather armour of the hero  (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +8% Changes stats: +6 Str / +6 Dex / +8 Mag / +6 Wil / +6 Cun Maximum life: +55.00 A suit of armour made of leather. | 
| 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 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. | 
| Around neck |  serendipitous gold amulet of dexterity (+7) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+5 eff.) Changes stats: +7 Lck / +4 Dex Reduce all damage from unseen attackers: 12% Amulets can have magical properties. | 
Inventory
|  Rune of Reflection (absorb and reflect 210 for 5 turns) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 210 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. | 
|  Rune of the Rift (226.00 temporal damage, removed from time 4 turns) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 287.02 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. | 
|  biting gale rune of the duelist (151 cold damage; freeze 3 turns with power 65) 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 151.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 65 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity 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 ability. | 
|  shielding rune of the titan (absorb 561 for 3 turns) 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: 19 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 561 damage for 3 turns. Its effects scale with your Constitution 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 ability. | 
|  teleportation rune of the duelist (range 134) 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: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 134 with a minimum range of 15. Its effects scale with your Dexterity 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 ability. | 
|  teleportation rune of the duelist (range 134) 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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 134 with a minimum range of 15. Its effects scale with your Dexterity 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 ability. | 
|  Sealed Scroll of Last Hope 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. | 
|  copper amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets can have magical properties. | 
|  steel amulet of cunning (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Amulets can have magical properties. | 
|  Bloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-5 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. | 
|  Salussra Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes resistances: +24% darkness / +6% temporal Changes damage: +12% darkness Spell save: +30 (+10 eff.) Cut immunity: +10% Pinning immunity: +15% Psi when hit: +0.08 Rings can have magical properties. | 
|  copper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. | 
|  copper ring of corrosion (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. | 
|  copper ring of frost (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. | 
|  mule's steel ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +7 Rings can have magical properties. | 
|  psionicist's stralite ring of tenacity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Wil Mental save: +16 (+8 eff.) Disarm immunity: +24% Pinning immunity: +33% Knockback immunity: +37% Maximum life: +21.00 Rings can have magical properties. | 
|  steel ring of corrosion (+28%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +28% acid Changes damage: +14% acid Rings can have magical properties. | 
|  steel ring of darkness (+22%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. | 
|  steel ring of lightning (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. | 
|  warrior's steel ring of darkness (+20%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. | 
|  Merkul's Second Eye Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. | 
|  ranger's yew longbow of power Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes stats: +8 Dex Changes resistances penetration: +14% physical Changes damage: +17% physical Longbows are used to shoot arrows at your foes. | 
|  rough leather belt 'Polutta' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 30% chance to corrode armour by 30% Changes resistances: +6% lightning / +9% temporal Changes damage: +6% acid A belt that goes around your waist. | 
|  stormwoven woollen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +9% lightning / +6% cold / +6% blight Changes damage: +6% lightning / +6% physical / +9% cold Life regen: +1.70 Maximum life: +40.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  verdant linen robe of lightning (+15%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +15% lightning Changes damage: +7% nature / +10% lightning Poison immunity: +20% Disease immunity: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Wanderer's Rest (4 def, 0 armour) Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. | 
|  pair of rough leather boots of uncanny dodging (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +1% A pair of boots made of leather. | 
|  Ivyvea the rough leather gloves (6 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +1% physical Poison immunity: +5% Cut immunity: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  heroic rough leather gloves (0 def, 4 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Mental save: +6 (+3 eff.) Maximum life: +42.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Zubuna the rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +9% acid / +9% light / +10% cold / +3% mind / +6% nature Allows you to breathe in: water A cap made of leather. | 
|  linen wizard hat 'Glyta' (10 def, 6 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Defense: +10 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +3 Mag Changes resistances: +6% temporal Spell save: +6 (+2 eff.) Pinning immunity: +25% Stun/Freeze immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... | 
|  prismatic hardened leather cap of constitution (+4) (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Con Changes resistances: +12% light / +12% darkness A cap made of leather. | 
|  Nature's Blessing (8 def, 6 armour) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+6 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. | 
|  cured leather armour 'Layemina' (9 def, 9 armour) Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +9 Defense: +9 (+5 eff.) Fatigue: +7% Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +3 Cun Changes resistances: +9% mind / +9% blight Changes resistances penetration: +10% acid Changes damage: +3% blight Mental save: +30 (+15 eff.) Life regen: +1.30 Maximum life: +48.00 Healing mod.: +17% A suit of armour made of leather. | 
|  barbed quiver of ash arrows of vileness (15/15, 23-32.2 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 23.0 - 32.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 15 On weapon hit: * 9% chance to disease On weapon crit: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing Damage (Ranged): +12 blight / +9 bleed Arrows are used with bows to pierce your foes to death. | 
|  deadly quiver of elven-wood arrows of accuracy (22/22, 54-75.6 power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 54.0 - 75.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +26 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 22 Arrows are used with bows to pierce your foes to death. | 
|  insidious quiver of yew arrows of accuracy (20/20, 33-46.2 power, 10 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.0 - 46.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +12 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 Damage (Ranged): +32 insidious poison Arrows are used with bows to pierce your foes to death. | 
|  quiver of yew arrows 'Aerutta' (38/38, 33.5-46.9 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.5 - 46.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 38 On weapon hit: * Slows global speed by 40% * 40 arcane resource burn When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. | 
|  7 agate 0.00 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  386 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  6 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  5 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  6 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  11 opal 0.00 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  8 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Demonic Soul Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. | 
|  5 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  jade 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  5 spinel 0.00 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.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Heart of the Sandworm Queen Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. | 
|  Bilerip the alchemist's lamp Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes resistances: +3% nature Changes resistances penetration: +15% nature Changes damage: +3% nature / +12% lightning Mental save: +8 (+4 eff.) Light radius: +3 See stealth: +8 See invisible: +9 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (68 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
|  Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. | 
|  alchemist's lamp 'Mardusanik' Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +5 Wil Changes resistances: +5% arcane / +3% darkness / +3% light Changes damage: +8% mind / +12% acid Spell save: +20 (+7 eff.) Stun/Freeze immunity: +10% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. | 
|  survivor's alchemist's lamp of health Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +8 (+4 eff.) Maximum life: +49.00 Light radius: +3 Healing mod.: +10% A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: 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 50% 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. | 
|  Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
|  Orb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. | 
|  9 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  ruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  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 Chest Powered 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. | 
|  stralite torque of thermal psionic shield [power 115]  (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 115 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. | 
|  supercharged dwarven-steel torque of kinetic psionic shield [power 91]  (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 91 for 7 turns, putting all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. | 
|  6 amethyst 0.00 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  Vorossra the yew wand of conjuration [power 277]  (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Fatigue: -12% Damage when hit (Melee): 16 mind Changes stats: +3 Wil / +2 Cun / +5 Con It can be used to fire a bolt of a random element with (base) damage 138 to 277, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 5 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  6 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  amber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  8 ametrine 0.00 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  10 citrine 0.00 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  7 zircon 0.00 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 A dangerous secret (Nightmare (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Nightmare (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By Muziladar the Skeleton Archer level 28
64th Pyre 123rd year of Ascendancy at 21:54 see stats
 A different point of view (Nightmare (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Nightmare (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Muziladar the Skeleton Archer level 20
5th Allure 123rd year of Ascendancy at 04:38 see stats
 Against all odds (Nightmare (Roguelike) difficulty)
			Killed Ukruk in the ambush.
			Against all odds (Nightmare (Roguelike) difficulty)
			Killed Ukruk in the ambush.By Muziladar the Skeleton Archer level 28
63rd Pyre 123rd year of Ascendancy at 00:00 see stats
 Brave new world (Nightmare (Roguelike) difficulty)
			Went to the Far East and took part in the war.
			Brave new world (Nightmare (Roguelike) difficulty)
			Went to the Far East and took part in the war.By Muziladar the Skeleton Archer level 31
19th Dusk 123rd year of Ascendancy at 02:50 see stats
 Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Muziladar the Skeleton Archer level 13
37th Dusk 122nd year of Ascendancy at 12:32 see stats
 Destroyer's bane (Nightmare (Roguelike) difficulty)
			Killed Golbug the Destroyer.
			Destroyer's bane (Nightmare (Roguelike) difficulty)
			Killed Golbug the Destroyer.By Muziladar the Skeleton Archer level 30
13rd Dusk 123rd year of Ascendancy at 16:48 see stats
 Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By Muziladar the Skeleton Archer level 16
10th Haze 122nd year of Ascendancy at 18:23 see stats
 Eye of the storm (Nightmare (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Nightmare (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Muziladar the Skeleton Archer level 22
30th Pyre 123rd year of Ascendancy at 06:47 see stats
 Home sweet home (Nightmare (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Nightmare (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Muziladar the Skeleton Archer level 20
5th Allure 123rd year of Ascendancy at 01:47 see stats
 Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Muziladar the Skeleton Archer level 10
5th Flare 122nd year of Ascendancy at 17:56 see stats
 Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.By Muziladar the Skeleton Archer level 20
4th Allure 123rd year of Ascendancy at 22:25 see stats
 Level 30 (Nightmare (Roguelike) difficulty)
			Got a character to level 30.
			Level 30 (Nightmare (Roguelike) difficulty)
			Got a character to level 30.By Muziladar the Skeleton Archer level 30
8th Dusk 123rd year of Ascendancy at 18:13 see stats
 Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Muziladar the Skeleton Archer level 13
59th Dusk 122nd year of Ascendancy at 18:40 see stats
 Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
			Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Muziladar the Skeleton Archer level 29
69th Pyre 123rd year of Ascendancy at 21:44 see stats
 Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.By Muziladar the Skeleton Archer level 28
67th Pyre 123rd year of Ascendancy at 11:10 see stats
 Sliders (Nightmare (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.
			Sliders (Nightmare (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.By Muziladar the Skeleton Archer level 31
13rd Dusk 123rd year of Ascendancy at 18:21 see stats
 The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Muziladar the Skeleton Archer level 8
2nd Summertide 122nd year of Ascendancy at 09:23 see stats
 The Legend of Garkul (Nightmare (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Nightmare (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By Muziladar the Skeleton Archer level 20
5th Allure 123rd year of Ascendancy at 04:38 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 Muziladar the Skeleton Archer level 12
18th Dusk 122nd year of Ascendancy at 20:52 see stats
 Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Muziladar the Skeleton Archer level 26
56th Pyre 123rd year of Ascendancy at 17:07 see stats
 Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Muziladar the Skeleton Archer level 17
34th Haze 122nd year of Ascendancy at 01:59 see stats
 Unstoppable (Nightmare (Roguelike) difficulty)
			Returned from the dead.
			Unstoppable (Nightmare (Roguelike) difficulty)
			Returned from the dead.By Muziladar the Skeleton Archer level 31
20th Dusk 123rd year of Ascendancy at 04:30 see stats
 Vampire crusher (Nightmare (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Nightmare (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Muziladar the Skeleton Archer level 26
58th Pyre 123rd year of Ascendancy at 15:23 see stats
Log
Today is the 21st Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 11:26.
Giant spider uses Infusion: Movement.
Giant spider is moving freely.
Xhaiak arachnomancer uses Web.
Muziladar shrugs off the effect 'Pinned to the ground'!
Giant spider is moving at extreme speed!
Muziladar deactivates Premonition.
Muziladar deactivates Piercing Ammunition.
Muziladar deactivates Intuitive Shots.


















































