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 | Brawler | 
| Level / Exp | 16 / 42% | 
| Size | medium | 
| Lifes / Deaths | Killed by Weirdling Beast at level 16 on the 69th Regrowth 123rd year of Ascendancy at 02:27/ 1 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 35 (base 13) | 
| Dexterity | 35 (base 33) | 
| Constitution | 34 (base 13) | 
| Magic | 12 (base 10) | 
| Willpower | 21 (base 10) | 
| Cunning | 36 (base 29) | 
Resources
| Life | -16/527 | 
| Stamina | 116/182 | 
| Equilibrium | 6 | 
| Healing Factor | 1.2 | 
| Regeneration | 60.66 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
Offense: Barehand
| Damage | 45 | 
| Accuracy | 30 | 
| Crit Chance | 11% | 
| APR | 1 | 
| Speed | 0.60 | 
Offense: Spell
| Spellpower | 6 | 
| Crit Chance | 11% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 24.55 | 
| Crit Chance | 11% | 
| Speed | 1 | 
Offense: Damage Bonus
| All | +2% | 
Defense: Base
| Armour (hardiness) | 3.2710739705288 (45.178571428571%) | 
| Defense | 26.119951421065 | 
| Ranged Defense | 27.619951421065 | 
| Fatigue | 15.181573275862 | 
| Physical Save | 28.075 | 
| Spell Save | 23.775 | 
| Mental Save | 36.475 | 
Defense: Resistances
| All | + 1%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Bleed Resistance | 40% | 
| Poison Resistance | 22% | 
| Knockback Resistance | 40% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 246 life over 5 turns. Its effects scale with your Dexterity stat. | 
Class Talents
| Technique / Pugilism | 1.50 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat veteran | 1.10 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Finishing moves | 1.30 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Tactical | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat techniques | 1.10 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Technique / Unarmed training | 1.30 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Field control | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Draconian | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Wild-gift / Antimagic | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Conditioning | 1.10 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Mobility | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.10 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| beneficial effect | Your dragon power toughens your skin increasing physical resistance by 10 and physical resistance cap by 4.Dragon's Fortitude | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns).Infusion Saturation | 
| beneficial effect | Countering melee attacks: Has a 26% chance to get an automatic counter attack when avoiding a melee attack. (1.5 counters remaining)Counter Attacking | 
| beneficial effect | Your dragon powers enhance your physical power by 22.Dragon's Strength | 
| beneficial effect | A flow of life spins around the target, regenerating 49.20 life per turn.Regeneration | 
| beneficial effect | You gain 9% resistance against acid.Resolve | 
| detrimental effect | The target has been splashed with acid, taking 12.54 acid damage per turn, reducing armour by 19 and attack by 17.Acid Splash | 
| beneficial effect | The target is in the middle of a combo chain and has earned 2 combo points.2 Combo | 
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 | 
| 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 | active | 
| 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 talent Light of Foot (+1 level(s)). | done | 
| You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire.Escort: temporal explorer (level 2 of Trollmire) As a reward you improved spell save by +4. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 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. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth has completed an elixir of the fox without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed skeleton mage skull. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active | 
| You have been invited to join a group called the Ziguranth, dedicated to opposing magic.The Curse of Magic | 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 3 lumberjacks have died. | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
| 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 of uncanny dodging (3 def, 3 armour) (On feet)]insulating pair of iron boots of uncanny dodging (3 def, 3 armour) insulating pair of iron boots of uncanny dodging (3 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +3 (+2 eff.) (-) Ranged Defense: +3 (+2 eff.) (-) Fatigue: +2% (-) Changes resistances: +6%(-) cold / +5%(-) fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Quiver | [vs. Charraider (18/18, 23.5-32.9 power, 7 apr) (Quiver)]Charraider (18/18, 23.5-32.9 power, 7 apr) Charraider (18/18, 23.5-32.9 power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 23.5 - 32.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 (-) Physical crit. chance: +1.5% (-) Capacity: 18 (-) On weapon hit: * 10% chance to crush the target Damage (Ranged): +7(-) gravity Burst (radius 1) on hit: +16(-) fire Burst (radius 2) on crit: +4(-) lightning Arrows are used with bows to pierce your foes to death. | 
| On hands | [vs. restful rough leather gloves of strength (+2) (0 def, 1 armour) (On hands)]restful rough leather gloves of strength (+2) (0 def, 1 armour) restful rough leather gloves of strength (+2) (0 def, 1 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) (-) Armour: +1 (-) Changes stats: +2(-) Str Life regen: +1.10 (-) Stamina each turn: +0.50 (-) Maximum stamina: +10.00 (-) When used to modify unarmed attacks: Base power: 13.0 - 14.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 (-) Physical crit. chance: +1.0% (-) Attack speed: 167% (-) When this weapon hits: Slumber (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| On head | [vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 (-) Fatigue: +8% (-) Changes stats: +5(-) Str / +4(-) Wil / +5(-) Con Changes damage: +10%(-) physical Talent masteries: +0.20(-) Technique / Thuggery Physical save: +12 (+6 eff.) (-) Spell save: +12 (+8 eff.) (-) Mental save: +12 (+6 eff.) (-) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. | 
| Tool | [vs. woodsman's iron pickaxe (dig speed 38 turns) (Tool)]woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1(-) Str Changes resistances: +11%(-) nature Changes damage: +6%(-) nature When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers | [vs. marksman's copper ring of frost (+20%) (On fingers, 1 of 2)]marksman's copper ring of frost (+20%) marksman's copper ring of frost (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) (-) Changes stats: +2(-) Dex Changes resistances: +20%(-) cold Changes damage: +10%(-) cold Rings can have magical properties. Tap to cycle through comparison choices | 
| On fingers | [vs. marksman's copper ring of frost (+20%) (On fingers, 1 of 2)]Glintjam Glintjam Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-2 eff.)) Defense: +8 (+4 eff.) Fatigue: -7% Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +4 Cun / +0(-2) Dex Changes resistances: +22% lightning / +0%(-20%) cold Changes damage: +11% lightning / +0%(-10%) cold Maximum encumbrance: +20 Rings can have magical properties. Tap to cycle through comparison choices | 
| Around neck | [vs. cleansing copper amulet of healing (Around neck)]cleansing copper amulet of healing cleansing copper amulet of healing Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11%(-) nature / +10%(-) blight Poison immunity: +22% (-) Disease immunity: +23% (-) Cut immunity: +40% (-) Healing mod.: +10% (-) It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 138 life. The life healed will increase with your Mindpower. Amulets can have magical properties. | 
| Main armor | [vs. enlightening steel mail armour of clarity (2 def, 6 armour) (Main armor)]enlightening steel mail armour of clarity (2 def, 6 armour) enlightening steel mail armour of clarity (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +2 (+1 eff.) (-) Fatigue: +14% (-) Changes stats: +3(-) Cun / +4(-) Wil Changes resistances: +6%(-) mind Mental save: +21 (+10 eff.) (-) A suit of armour made of mail. | 
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial 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 (71 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
| Cloak | [vs. resilient cashmere cloak of Iron Throne (2 def, 0 armour) (Cloak)]resilient cashmere cloak of Iron Throne (2 def, 0 armour) resilient cashmere cloak of Iron Throne (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-) Changes stats: +2(-) Str / +1(-) Con Maximum life: +33.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| 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. | 
Inventory
| insidious poison infusion of the duelist (22 nature damage, 20% healing reduction)insidious poison infusion of the duelist (22 nature damage, 20% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 27 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 21.60 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| [vs. Infusion: Regeneration [regeneration infusion of the duelist (heal 246 over 5 turns)] (on body)]regeneration infusion of the sneak (heal 188 over 5 turns) regeneration infusion of the sneak (heal 188 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 188(-58) life over 5(-) turns. Its effects scale with your -Dexterity, +Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| [vs. Infusion: Regeneration [regeneration infusion of the duelist (heal 246 over 5 turns)] (on body)]regeneration infusion of the sneak (heal 198 over 5 turns) regeneration infusion of the sneak (heal 198 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 198(-48) life over 5(-) turns. Its effects scale with your -Dexterity, +Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| [vs. cleansing copper amulet of healing (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 Con Changes resistances: +0%(-11%) nature / +0%(-10%) blight Talent mastery: +0.20 Race / Draconian Poison immunity: +0% (-22%) Disease immunity: +0% (-23%) Cut immunity: +0% (-40%) Healing mod.: +0% (-10%) 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. cleansing copper amulet of healing (Around neck)]Withering Orbs Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes resistances: +0%(-11%) nature / +0%(-10%) blight Poison immunity: +0% (-22%) Disease immunity: +0% (-23%) Cut immunity: +0% (-40%) Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Healing mod.: +0% (-10%) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
| Spellblaze Shard (20-26 power, 10 apr)Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. | 
| CorpsebowCorpsebow Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Effects on ranged hit: * 40% chance to disease Damage (Ranged): 20 blight Changes damage: +40% blight Disease immunity: +50% It can be used to activate talent Cyst Burst (costing 10 power out of 20/20) : Effective talent level: 5.0 Power cost: 10 out of 20/20. Range: 8 Travel Speed: instantaneous Is: a spell Description: Make your target's diseases burst, doing 17.67 blight damage for each disease it is infected with. This will also spread any decrepitude, weakness, rotting or epidemic diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. | 
| Eye of Summer (8-8.8 power, 18 apr, fire damage)Eye of Summer (8-8.8 power, 18 apr, fire damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 35% Wil, 15% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. | 
| Stormlash (17-18.7 power, 7 apr)Stormlash (17-18.7 power, 7 apr) Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+4 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 14.19 to 42.56 lightning damage (based on Magic and Dexterity), costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. | 
| [vs. Mighty Girdle (Around waist)]Rope Belt of the Thaloren Rope Belt of the Thaloren Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Armour: +0 (-4) Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Maximum encumbrance: +0 (-70) Knockback immunity: +0% (-40%) Mindpower: +12 (+6 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. | 
| [vs. enlightening steel mail armour of clarity (2 def, 6 armour) (Main armor)]Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-6) Defense: +12 (+6 eff.) (+10 (+5 eff.)) Fatigue: +0% (-14%) Damage when hit (Melee): 10 cold Changes stats: +0(-3) Cun / +0(-4) Wil Changes resistances: +0%(-6%) mind / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Mental save: +0 (+0 eff.) (-21 (-10 eff.)) Spellpower: +4 (+2 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. | 
| [vs. enlightening steel mail armour of clarity (2 def, 6 armour) (Main armor)]Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-6) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +0% (-14%) Changes stats: +6 Mag / +0(-4) Wil / +0(-3) Cun Changes resistances: +0%(-6%) mind Changes damage: +10% arcane Mental save: +0 (+0 eff.) (-21 (-10 eff.)) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. | 
| [vs. insulating pair of iron boots of uncanny dodging (3 def, 3 armour) (On feet)]traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour) traveler's 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 (-2) Defense: +2 (+1 eff.) (-1 (+0 eff.)) Ranged Defense: +3 (+2 eff.) (-) Fatigue: -3% (-5%) Changes resistances: +0%(-6%) cold / +0%(-5%) fire Maximum encumbrance: +21 Physical save: +5 (+2 eff.) A pair of boots made of leather. | 
| [vs. restful rough leather gloves of strength (+2) (0 def, 1 armour) (On hands)]Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +0 (-1) Changes stats: +0(-2) Str / +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal Life regen: +0.00 (-1.10) Stamina each turn: +0.00 (-0.50) N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Maximum stamina: +0.00 (-10.00) Spellpower: +2 (+1 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4(+1.0 - +1.1) Uses stats: 40% Cun, 40% Str, 20% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (+2) Physical crit. chance: +6.0% (+5.0%) Attack speed: 167% (-) When this weapon hits: Slumber (10% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Shadow Simulacrum (15% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. | 
| [vs. restful rough leather gloves of strength (+2) (0 def, 1 armour) (On hands)]Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +2 (+1) Changes stats: +0(-2) Str / +3 Wil / +2 Cun Changes resistances: +10% fire Changes damage: +5% fire Life regen: +0.00 (-1.10) Stamina each turn: +0.00 (-0.50) Maximum stamina: +0.00 (-10.00) Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6(-7.0 - -7.7) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 (+6) Physical crit. chance: +1.0% (-) Attack speed: 167% (-) When this weapon hits: Slumber (10% chance level 1). When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 33.64 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. | 
| [vs. restful rough leather gloves of strength (+2) (0 def, 1 armour) (On hands)]Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +0 (-1) Changes stats: +0(-2) Str / +4 Wil / +4 Cun Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Life regen: +0.00 (-1.10) Stamina each turn: +0.00 (-0.50) Maximum stamina: +0.00 (-10.00) Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7(-6.0 - -6.6) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 (+6) Physical crit. chance: +4.0% (+3.0%) Attack speed: 167% (-) When this weapon hits: Slumber (10% chance level 1). When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. | 
| [vs. enlightening steel mail armour of clarity (2 def, 6 armour) (Main armor)]Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +12 (+6 eff.) (+10 (+5 eff.)) Fatigue: +7% (-7%) Changes stats: +0(-4) Wil / +0(-3) Cun / +4 Con Changes resistances: +0%(-6%) mind Talent mastery: -0.20 Cunning / Stealth Mental save: +0 (+0 eff.) (-21 (-10 eff.)) Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. | 
| 9 agate9 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. | 
| [vs. Charraider (18/18, 23.5-32.9 power, 7 apr) (Quiver)]51 alchemist agate 51 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-7) Physical crit. chance: +0.0% (-1.5%) Capacity: 0 (-18) On weapon hit: - 10% chance to crush the target Damage (Ranged): +0(-7) gravity Burst (radius 1) on hit: +0(-16) fire Burst (radius 2) on crit: +0(-4) lightning When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
| 3 aquamarine3 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| 3 opal3 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| 6 topaz6 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| 4 spinel4 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.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
| [vs. Summertide Phial (Light source)]brass lantern brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +2 (-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. | 
| 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. | 
| [vs. woodsman's iron pickaxe (dig speed 38 turns) (Tool)]Skull of the Rat Lich Skull of the Rat Lich Powered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Changes stats: +0(-1) Str Changes resistances: +0%(-11%) nature Changes damage: +0%(-6%) nature Spellpower: +10 (+4 eff.) Spell crit. chance: +4% When carried: Talent granted: +0(+-1) Dig It can be used to raise undead rats, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eyes. | 
| 5 amethyst5 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
| 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. | 
| 7 citrine7 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
| 3 zircon3 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Antimagic! (Roguelike)
			Completed antimagic training in the Ziguranth camp.
			Antimagic! (Roguelike)
			Completed antimagic training in the Ziguranth camp.By Garoon the Draconian Brawler level 13
24th Regrowth 123rd year of Ascendancy at 00:56 see stats
 Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.By Garoon the Draconian Brawler level 12
76th Haze 122nd year of Ascendancy at 13:52 see stats
 Exterminator (Roguelike)
			Killed 1000 creatures.
			Exterminator (Roguelike)
			Killed 1000 creatures.By Garoon the Draconian Brawler level 16
66th Regrowth 123rd year of Ascendancy at 17:26 see stats
 Level 10 (Roguelike)
			Got a character to level 10.
			Level 10 (Roguelike)
			Got a character to level 10.By Garoon the Draconian Brawler level 10
36th Haze 122nd year of Ascendancy at 22:54 see stats
 Rescuer of the lost (Roguelike)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Roguelike)
			Rescued the merchant from the assassin lord.By Garoon the Draconian Brawler level 9
1st Summertide 122nd year of Ascendancy at 22:00 see stats
 The Arena (Roguelike)
			Unlocked Arena mode.
			The Arena (Roguelike)
			Unlocked Arena mode.By Garoon the Draconian Brawler level 6
79th Pyre 122nd year of Ascendancy at 18:22 see stats
 The Rat Lich (Roguelike)
			Killed the terrible Rat Lich.
			The Rat Lich (Roguelike)
			Killed the terrible Rat Lich.By Garoon the Draconian Brawler level 14
64th Regrowth 123rd year of Ascendancy at 15:15 see stats
 The secret city (Roguelike)
			Discovered the truth about mages.
			The secret city (Roguelike)
			Discovered the truth about mages.By Garoon the Draconian Brawler level 8
6th Mirth 122nd year of Ascendancy at 12:38 see stats
Log
Garoon is free from the ice.
Talent Aura of Silence is ready to use.
Garoon hits Iceblock for 28 physical damage.
Garoon's mind surges with critical power!
Garoon is invigorated by the attack!
Weirdling Beast hits Garoon for (11 resist armour), 1 physical, (11 resist armour), 4 arcane (4 total damage).
Garoon throws two quick punches.
Garoon is covered in acid!
Garoon performs a melee critical strike against Weirdling Beast!
Garoon hits Weirdling Beast for 25 physical, 40 physical (65 total damage).
A part of Weirdling Beast's bone shield regenerates.
Garoon is invigorated by the attack!
Talent Infusion: Regeneration is ready to use.
Acid Splash from Weirdling Beast hits Garoon for (11 resist armour), 1 acid (1 total damage).
Weirdling Beast casts Taint: Devourer.
Garoon is no longer attuned.
Garoon feels pain again.
Garoon deactivates Striking Stance.
Weirdling Beast misses Garoon.
Taint: Devourer hits Weirdling Beast for 75 healing, 75 healing, 75 healing, 75 healing (0 total damage) [300 healing].
Garoon uses Infusion: Regeneration.
Garoon starts regenerating health quickly.
Garoon attunes to the damage.
Garoon is invigorated by the attack!
Acid Splash from Weirdling Beast hits Garoon for 14 acid damage.
Weirdling Beast uses Mind Sear.
Saving game...
