Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 | 
| Addons | Ashes of Urh'Rok 1.2.4Official 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:
 Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Enhanced Object Compare 1.3.0Improves the "Press  
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. | 
| Campaign | Maj'Eyal | 
| Mode | Normal Roguelike | 
| Sex | Male | 
| Race | Draconian | 
| Class | Cursed | 
| Level / Exp | 7 / 42% | 
| Size | medium | 
| Lifes / Deaths | Killed by The Possessed at level 7 on the 10th Mirth 122nd year of Ascendancy at 16:41/ 1 | 
Primary Stats
| Strength | 30 (base 24) | 
| Dexterity | 12 (base 12) | 
| Constitution | 16 (base 12) | 
| Magic | 12 (base 10) | 
| Willpower | 30 (base 22) | 
| Cunning | 10 (base 10) | 
Resources
| Life | -11/236 | 
| Hate | 21/100 | 
| Healing Factor | 0.56325483897914 | 
| Regeneration | 6.8998717774944 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
| Infravision | 2 | 
Offense: Mainhand
| Damage | 28 | 
| Accuracy | 19 | 
| Crit Chance | 4% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 12 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 25 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 35.92 (81.030927835052%) | 
| Defense | 4.7 | 
| Ranged Defense | 4.7 | 
| Fatigue | 27 | 
| Physical Save | 16.1 | 
| Spell Save | 14.7 | 
| Mental Save | 22 | 
Defense: Resistances
| All | 0%( 70%) | 
Defense: Immunities
| Confusion Resistance | 0% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 40% | 
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. | 
Class Talents
| Cursed / Strife | 1.30 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Slaughter | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Endless hunt | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Gloom | 1.30 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Cursed / Cursed aura | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Draconian | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cursed / Cursed form | 1.00 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Effects
| talent | Stalk | 
| talent | Gloom | 
| beneficial effect | You feel your grip on reality slipping.Curse of Madness (power 1.0) Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns).Infusion Saturation | 
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn.Regeneration | 
| detrimental effect | Huge cut that bleeds, doing 2.05 physical damage per turn.Bleeding | 
| beneficial effect | Horrible visions fill your mind.Curse of Nightmares (power 2.0) Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. | 
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 successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul.Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) As a reward you improved Willpower 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. 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 | 
| Over the last few months, you have been growing in strength.Troubled Dreams Last night, you awoke from a vision of the swamp. You have decided to go there and search for answers. * You have found a necklace made from dragon teeth and awakened your inner power. * Note: rest of this quest is in my TODO queue! | active | 
Equipment
| On feet | [vs. insulating pair of iron boots (0 def, 3 armour) (On feet)]insulating pair of iron boots (0 def, 3 armour) insulating pair of iron boots (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Changes resistances: +5%(-) cold / +6%(-) fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source | [vs. brass lantern (Light source)]brass lantern 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. | 
| On head | [vs. miner's iron helm (0 def, 4 armour) (On head)]miner's iron helm (0 def, 4 armour) miner's iron helm (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 (-) Fatigue: +5% (-) Infravision radius: +2 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Tool | [vs. Eye of the Dreaming One (Tool)]Eye of the Dreaming One 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 (+8 eff.) (-) Mindpower: +5 (+2 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 8/25) : Effective talent level: 3.0 Power cost: 20 out of 8/25. 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 21% 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. | 
| On fingers | [vs. copper ring (On fingers)]copper ring copper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. | 
| Around waist | [vs. Mighty Girdle (Around waist)]Mighty Girdle Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. | 
| In main hand | [vs. hateful iron waraxe of daylight (Nightmares) (11-15.4 power, 2 apr) (In main hand, 1 of 2)]hateful iron waraxe of daylight (Nightmares) (11-15.4 power, 2 apr) hateful iron waraxe of daylight (Nightmares) (11-15.4 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) Damage (Melee): +6(-) light / +6(-) darkness Damage against: +7% (-)Undead / +5% (-)Living Curse of Nightmares One-handed war axes. Tap to cycle through comparison choices | 
| On hands | [vs. storm rough leather gloves of strength (+3) (0 def, 1 armour) (On hands)]storm rough leather gloves of strength (+3) (0 def, 1 armour) storm rough leather gloves of strength (+3) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) (-) Armour: +1 (-) Damage (Melee): 5(-) lightning Changes stats: +3(-) Str Changes resistances: +5%(-) lightning Changes damage: +4%(-) lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Main armor | [vs. iron plate armour of acid resistance (Nightmares) (3 def, 7 armour) (Main armor)]iron plate armour of acid resistance (Nightmares) (3 def, 7 armour) iron plate armour of acid resistance (Nightmares) (3 def, 7 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (-) Defense: +3 (+3 eff.) (-) Fatigue: +20% (-) Changes resistances: +17%(-) acid Curse of Nightmares A suit of armour made of metal plates. | 
| Cloak | [vs. thick linen cloak (Madness) (1 def, 6 armour) (Cloak)]thick linen cloak (Madness) (1 def, 6 armour) thick linen cloak (Madness) (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+1 eff.) (-) Changes resistances: +10%(-) cold Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck | [vs. insulating copper amulet of constitution (+3) (Around neck)]insulating copper amulet of constitution (+3) insulating copper amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(-) Con Changes resistances: +10%(-) cold / +10%(-) fire Amulets can have magical properties. | 
Inventory
| Rune of Reflection (absorb and reflect 160 for 5 turns)Rune of Reflection (absorb and reflect 160 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 160 damage for 5 turns. The effect will scale with your magic stat. 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. | 
| [vs. insulating copper amulet of constitution (+3) (Around neck)]Necklace of Dragon Teeth Necklace of Dragon Teeth Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Str / +1(-2) Con Changes resistances: +0%(-10%) cold / +0%(-10%) fire Talent mastery: +0.20 Race / Draconian It can be used to commune with nature, costing 10 power out of 15/15. A tribal necklace made from dragon teeth. You sense primal energies within. | 
| [vs. hateful iron waraxe of daylight (Nightmares) (11-15.4 power, 2 apr) (In main hand, 1 of 2)]iron greatsword of projection (Shrouds) (17-27.2 power, 1 apr) This item will automatically be transmogrified when you leave the level. iron greatsword of projection (Shrouds) (17-27.2 power, 1 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2(+6.0 - +11.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 (-1) Physical crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) Damage (Melee): +0(-6) darkness / +7 mind / +0(-6) light Damage against: +0% (-7% )Undead / +0% (-5% )Living Curse of Shrouds It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed swords. Tap to cycle through comparison choices | 
| [vs. hateful iron waraxe of daylight (Nightmares) (11-15.4 power, 2 apr) (In main hand, 1 of 2)]iron mace (Misfortune) (11.5-16.1 power, 2 apr) This item will automatically be transmogrified when you leave the level. iron mace (Misfortune) (11.5-16.1 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1(+0.5 - +0.7) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Physical crit. chance: +0.5% (-3.0%) Attack speed: 100% (-) Damage (Melee): +0(-6) light / +0(-6) darkness Damage against: +0% (-7% )Undead / +0% (-5% )Living Curse of Misfortune Blunt and deadly. Tap to cycle through comparison choices | 
| [vs. hateful iron waraxe of daylight (Nightmares) (11-15.4 power, 2 apr) (In main hand, 1 of 2)]cured leather sling (Corpses) This item will automatically be transmogrified when you leave the level. cured leather sling (Corpses) Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-3.5%) Attack speed: 125% (+25%) Firing range: +7 Damage (Melee): +0(-6) light / +0(-6) darkness Damage against: +0% (-7% )Undead / +0% (-5% )Living Curse of Corpses Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices | 
| [vs. Mighty Girdle (Around waist)]blurring rough leather belt This item will automatically be transmogrified when you leave the level. blurring rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +0 (-4) Defense: +9 (+9 eff.) Stealth bonus: +6 Maximum encumbrance: +0 (-70) Knockback immunity: +0% (-40%) A belt that goes around your waist. | 
| [vs. insulating pair of iron boots (0 def, 3 armour) (On feet)]Salawe the pair of dwarven-steel boots (0 def, 8 armour) Salawe the pair of dwarven-steel boots (0 def, 8 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 (+5) Fatigue: +3% (+1%) Changes stats: +2 Cun / +3 Con Changes resistances: +0%(-5%) cold / +0%(-6%) fire Grants telepathy: Dragon Critical mult.: +5.00% Physical save: +15 (+9 eff.) Mental save: +13 (+6 eff.) Spellpower: +3 (+3 eff.) Mindpower: +4 (+2 eff.) Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| [vs. storm rough leather gloves of strength (+3) (0 def, 1 armour) (On hands)]rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour) 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-3 eff.)) Armour: +1 (-) Damage (Melee): 0(-5) lightning Changes stats: +0(-3) Str Changes resistances: +0%(-5%) lightning Changes damage: +0%(-4%) lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| [vs. iron plate armour of acid resistance (Nightmares) (3 def, 7 armour) (Main armor)]rough leather armour (Madness) (1 def, 2 armour) This item will automatically be transmogrified when you leave the level. rough leather armour (Madness) (1 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-5) Defense: +1 (+1 eff.) (-2 (-2 eff.)) Fatigue: +6% (-14%) Changes resistances: +0%(-17%) acid Curse of Madness A suit of armour made of leather. | 
| This item will automatically be transmogrified when you leave the level.icy iron shield of cold resistance (+15%) (4 def, 2 armour, 20 block) icy iron shield of cold resistance (+15%) (4 def, 2 armour, 20 block) Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+4 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Damage (Melee): 6 cold Damage when hit (Melee): 11 ice Changes resistances: +15% cold Talent granted: +1 Block Handheld deflection devices. | 
| 2 agate2 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
| aquamarineaquamarine 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| [vs. Eye of the Dreaming One (Tool)]woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +0(-5) Wil Changes resistances: +10% nature Changes damage: +5% nature Mental save: +0 (+0 eff.) (-10 (-8 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| 5 spinel5 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
| Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
| Rod of Recall (1/1)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 ChestTransmogrification 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. | 
| 3 ametrine3 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 The secret city (Roguelike)
			Discovered the truth about mages.
			The secret city (Roguelike)
			Discovered the truth about mages.By Garoon the Draconian Cursed level 6
4th Mirth 122nd year of Ascendancy at 01:13 see stats
Log
The Possessed shrugs off the effect 'Sleep'!
Talent Slash is ready to use.
Bleeding from The Possessed hits Garoon for 6 physical damage.
Garoon uses Dominate.
The Possessed has been dominated!
The Possessed starts to bleed.
Garoon hits The Possessed for 29 physical, 6 light, 6 darkness, 5 lightning, 5 physical (51 total damage).
Garoon stops bleeding.
Bleeding from Garoon hits The Possessed for 0 physical damage.
Garoon hits The Possessed for 5 physical, 5 physical (10 total damage).
The Possessed hits Garoon for 6 physical, 1 physical, 4 blight,  (11 total damage).
The Possessed is lost in despair!
Talent Infusion: Regeneration is ready to use.
Bleeding from Garoon hits The Possessed for 1 physical damage.
The Possessed uses Infusion: Healing.
The Possessed no longer has a cursed wound.
The Possessed receives 42 healing from Infusion: Healing.
Garoon uses Infusion: Regeneration.
Garoon starts regenerating health quickly.
Talent Infusion: Wild is ready to use.
Bleeding from Garoon hits The Possessed for 1 physical damage.
The Possessed casts Earthen Missiles.
Your hatred grows even as your life fades! (+4 hate)
Garoon starts to bleed.
The Possessed's Earthen Missiles hits Garoon for 12 physical, 2 physical (14 total damage).
Your hatred grows even as your life fades! (+4 hate)
Saving game...
