










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Thalore | 
| Class | Sun Paladin | 
| Level / Exp | 21 / 53% | 
| Size | medium | 
| Lifes / Deaths | Killed by Emalle the large brown snake at level 21 on the 42nd Haze 122nd year of Ascendancy at 18:19/ 1 | 
Primary Stats
| Strength | 53 (base 42) | 
| Dexterity | 18 (base 10) | 
| Constitution | 17 (base 11) | 
| Magic | 52 (base 49) | 
| Willpower | 14 (base 10) | 
| Cunning | 15 (base 10) | 
Resources
| Life | -212/671 | 
| Positive | 50/110 | 
| Stamina | 139/170 | 
| Healing Factor | 1.0629415192739 | 
| Regeneration | 7.7063260147358 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| See Stealth | 5 | 
| See Invisible | 5 | 
Offense: Mainhand
| Damage | 80 | 
| Accuracy | 41 | 
| Crit Chance | 14% | 
| APR | 7 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 36 | 
| Crit Chance | 13% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 19 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +7% | 
| Light | +5% | 
| Mind | +3% | 
| Blight | +11% | 
| Arcane | +12% | 
| Fire | +6% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +5% | 
| Acid | +5% | 
| Light | +5% | 
| Mind | +10% | 
Defense: Base
| Armour (hardiness) | 33.5 (80%) | 
| Defense | 25 | 
| Ranged Defense | 25 | 
| Fatigue | 15 | 
| Physical Save | 36 | 
| Spell Save | 24 | 
| Mental Save | 21 | 
Defense: Resistances
| Blight | + 30%( 70%) | 
| Arcane | + 14%( 70%) | 
| Mind | + 24%( 70%) | 
| All | + 9%( 70%) | 
| Darkness | + 33%( 70%) | 
| Light | + 55%( 70%) | 
| Physical | + 27%( 70%) | 
| Cold | + 43%( 70%) | 
| Fire | + 51%( 70%) | 
| Nature | + 12%( 70%) | 
Defense: Immunities
| Pinning Resistance | 40% | 
| Confusion Resistance | 23% | 
| Disarm Resistance | 48% | 
| Knockback Resistance | 50% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 74% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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: Healing Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 146 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. | 
Class Talents
| Technique / Combat veteran | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Sun | 1.30 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| Celestial / Combat | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Shield offense | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Radiance | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Two-handed assault | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
Generic Talents
| Celestial / Chants | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Celestial / Light | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Race / Thalore | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| 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 defiler to the recall portal on level 1 of Old Forest.Escort: lost defiler (level 1 of Old Forest) As a reward you improved Magic by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 3 of Trollmire.Escort: repented thief (level 3 of Trollmire) As a reward you improved talent Misdirection (+1 level(s)). | 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 | 
| Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late.Serpentine Invaders Locate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | active | 
| 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 precision. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed sandworm tooth. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed green worm. * You've found the needed bear paw. | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
Equipment
| On feet |  Ivyratha (0 def, 5 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +15 (+5 eff.) Armour: +5 Fatigue: +2% Damage when hit (Melee): 2 mind Changes stats: +3 Cun / +3 Wil Critical mult.: +10.00% Physical save: +7 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Stamina each turn: +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  brass lantern 'Lightsnake' Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% fire / +3% nature / +1% physical Changes resistances penetration: +5% light Mental save: +6 (+3 eff.) Knockback immunity: +10% Maximum life: +80.00 Light radius: +3 See stealth: +5 See invisible: +5 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 |  rough leather cap 'Samarak' (15 def, 7 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +7 Defense: +15 (+8 eff.) Fatigue: +1% Damage when hit (Melee): 2 mind Changes stats: +1 Str Changes resistances: +11% light / +11% darkness Stamina each turn: +1.00 A cap made of leather. | 
| Tool |  Elota [power 155]  (11/15 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +9% cold Maximum life: +40.00 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 155 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. * Heal for 42. * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  marksman's copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +21.00 Rings make your fingers look great! | 
| On fingers |  steel ring 'Adelle' Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 13 Damage (Melee): 10 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 13 Damage (Ranged): 9 physical Changes stats: +2 Cun Changes resistances: +11% blight / +5% arcane Changes damage: +11% blight / +12% arcane Disarm immunity: +27% Pinning immunity: +20% Knockback immunity: +20% Hate when firing a critical mind attack: +1.00 Maximum life: +21.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! | 
| Around waist |  Chillqueen Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +2 Changes stats: +4 Con Changes resistances: +12% cold Changes resistances penetration: +5% physical Physical save: +6 (+3 eff.) Only die when reaching: -40.00 life Mindpower: +4 (+2 eff.) A belt that goes around your waist. | 
| In main hand |  Bill's Tree Trunk (30-51 power, 7 apr) Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 6/20) : Effective talent level: 2.0 Power cost: 20 out of 6/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! | 
| On hands |  Mardurin the rough leather gloves (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Changes stats: +3 Dex Changes resistances: +6% mind Changes resistances penetration: +10% mind / +5% acid Changes damage: +3% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Main armor |  Beysus the Abyssswift (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes stats: +7 Str Changes resistances: +6% blight / +18% physical / +15% darkness / +22% fire Changes damage: +6% fire Physical save: +16 (+7 eff.) Blindness immunity: +20% Only die when reaching: -40.00 life Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. | 
| Cloak |  Scumvenom (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 6 nature Changes stats: +1 Str / +1 Con Changes resistances: +9% light Life regen: +4.00 Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Rhiraduthel the Blizzardmarrow Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 6 light / 7 darkness Effects when hit in melee: * 5% chance to reduce damage dealt by 11% * 7% chance to blind Changes resistances: +15% fire / +10% mind / +16% cold Changes damage: +5% light / +7% darkness Confusion immunity: +23% Amulets make your neck look great! | 
Inventory
|  movement infusion of the sneak (speed 514%; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 514% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 nature talent. | 
|  movement infusion of the titan (speed 469%; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 469% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  movement infusion of the warrior (speed 646%; cd 14) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 646% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  regeneration infusion of the titan (heal 118; 12 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 118 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Prismatic Rune (6 turns; physical, cold, mind, light) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 3 cold, 3 mind, 5 light It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  This item will automatically be transmogrified when you leave the level. manasurge rune of the warrior (regen 946% over 10 turns; mana 47; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 946% for 10 turns (0 total) and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune of the titan (absorb 37; cd 19) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 37 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your 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 spell talent. | 
|  shielding rune (absorb 119; dur 3; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 119 damage for 3 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Winterwolf the copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +16 Changes stats: +3 Str / +2 Wil / +4 Con Changes resistances: +12% cold Amulets make your neck look great! | 
|  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 Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +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... | 
|  copper amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! | 
|  insulating copper amulet of mastery (0.10 Celestial / Crusader) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% fire / +11% cold Talent mastery: +0.10 Celestial / Crusader Amulets make your neck look great! | 
|  This item will automatically be transmogrified when you leave the level. mindweaver's copper amulet of manastreaming Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil / +2 Mag Mental save: +6 (+3 eff.) Confusion immunity: +11% Mana each turn: +0.17 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Mindpower: +7 (+4 eff.) Amulets make your neck look great! | 
|  Aryma the Nightwolf Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 11% Changes resistances: +3% mind / +22% cold Changes damage: +11% cold Disarm immunity: +10% Maximum life: +20.00 Rings make your fingers look great! | 
|  copper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! | 
|  warrior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings make your fingers look great! | 
|  Layumith (16-20 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.5 - 20.2 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Str / +3 Mag / +1 Wil / +3 Con Sharp, short and deadly. | 
|  This item will automatically be transmogrified when you leave the level. steel dagger 'Pitchdredge' (14-18 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +16 darkness When wielded/worn: Armour penetration: +6 Physical crit. chance: +7.0% Changes stats: +2 Wil Changes resistances: +9% lightning / +12% nature Changes damage: +9% mind Critical mult.: +13.00% Spell save: +6 (+3 eff.) Sharp, short and deadly. | 
|  This item will automatically be transmogrified when you leave the level. steel greatmaul of massacre (38-57 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 38.0 - 57.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Massive two-handed mauls. | 
|  Abyssclash the elm vilestaff (10-12 power, 2 apr, acid element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Dex / +1 Wil / +4 Con Changes resistances penetration: +10% mind Changes damage: +10% acid / +3% fire Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +6% Light radius: +2 Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. ash starstaff 'Magmamonster' (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +3 Cun Changes resistances: +6% fire Changes resistances penetration: +15% fire Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Light radius: +3 Infravision radius: +3 See invisible: +15 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 87.49 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. elm vilestaff 'Runihad' (10-12 power, 2 apr, acid element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +7 (+4 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Cun Changes resistances: +6% light Changes damage: +10% acid Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +6 Infravision radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 64.96 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. iron waraxe 'Sunonslaught' (13-18 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 12% chance to reduce all saves and defense by 13 Damage (Melee): +7 mind Damage (radius 2) on crit: +8 light When wielded/worn: Damage when hit (Melee): 10 mind Changes stats: +2 Cun / +2 Wil Changes resistances: +6% light Changes damage: +15% light / +6% mind One-handed war axes. | 
|  Hydin the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +3% fire Critical mult.: +10.00% Trap disarming bonus: +6 Stealth bonus: +6 Pinning immunity: +20% Mana when firing critical spell: +1.00 Infravision radius: +4 A belt that goes around your waist. | 
|  Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. | 
|  Saludhera the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +6% lightning / +6% temporal / +15% cold Changes damage: +9% mind A belt that goes around your waist. | 
|  Smoldersin Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 6 mind Changes resistances: +9% fire Critical mult.: +5.00% Life regen: +0.90 Hate when firing a critical mind attack: +1.00 Mental crit. chance: +2% Healing mod.: +11% A belt that goes around your waist. | 
|  noble's rough leather belt of unlife Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes resistances: +6% blight Damage against: +16% Summoned Reduced damage from: +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
|  Kheloregogavon the linen cloak (1 def, 4 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Changes stats: +1 Dex Changes resistances: +3% temporal Changes damage: +6% mind / +12% physical Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  This item will automatically be transmogrified when you leave the level. Cinderwreath (0 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +8 Damage when hit (Melee): 8 fire Changes stats: +5 Mag / +5 Wil Changes resistances: +3% cold / +9% darkness / +7% all Mental save: +12 (+6 eff.) Life regen: +2.00 Mana each turn: +0.13 Psi each turn: +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Robes of Deflection (0 def, 7 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Changes resistances: +7% all Spellpower: +5 (+2 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. | 
|  Ivitira the pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 blight Changes stats: +5 Mag / +3 Con Changes resistances penetration: +5% blight Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  This item will automatically be transmogrified when you leave the level. pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 A pair of boots made of leather. | 
|  pair of rough leather boots 'Silelrath' (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +9 Changes stats: +6 Lck / +4 Dex Changes resistances penetration: +20% mind Changes damage: +3% physical Stealth bonus: +5 A pair of boots made of leather. | 
|  undeterred pair of rough leather boots (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Silence immunity: +21% Confusion immunity: +23% Stun/Freeze immunity: +21% A pair of boots made of leather. | 
|  This item will automatically be transmogrified when you leave the level. Pyreserpent the rough leather gloves (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 mind Changes stats: +5 Str / +3 Con Changes resistances: +6% mind Changes damage: +4% mind / +6% fire Reduces incoming crit damage: 15.00% Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  iron gauntlets 'Aerynn' (0 def, 1 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 10 arcane resource burn Changes stats: +1 Cun / +1 Con Changes resistances: +5% arcane / +9% temporal Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Morbuswill (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 38% Changes resistances: +15% nature / +6% cold Changes resistances penetration: +5% fire Allows you to breathe in: water A cap made of leather. | 
|  iron helm 'Xerovea' (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Str / +1 Mag / +2 Wil / +4 Cun Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  linen wizard hat 'Belatta' (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil / +4 Con Changes resistances: +16% acid Changes damage: +11% acid Psi when hit: +0.04 Maximum psi: +40.00 Mental crit. chance: +1% A pointy cloth hat, very wizardly... | 
|  This item will automatically be transmogrified when you leave the level. Drethel the rough leather armour (3 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Changes resistances: +5% arcane / +6% physical Changes resistances penetration: +20% mind Changes damage: +9% mind Critical mult.: +5.00% Physical save: +12 (+5 eff.) Mental save: +9 (+4 eff.) Maximum hate: +4.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of leather. | 
|  This item will automatically be transmogrified when you leave the level. iron plate armour 'Serpentimmortal' (10 def, 12 armour) Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Accuracy: +25 (+8 eff.) Armour penetration: +2 Armour: +12 Defense: +10 (+5 eff.) Fatigue: +17% Changes stats: +3 Dex Changes resistances: +1% physical Changes resistances penetration: +15% nature / +10% physical Physical save: +6 (+3 eff.) A suit of armour made of metal plates. | 
|  3 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. | 
|  370 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. | 
|  2 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. | 
|  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. | 
|  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: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
|  6 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. | 
|  Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
|  brass lantern 'Vorina' Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +10 Changes stats: +1 Cun / +1 Str Physical save: +12 (+5 eff.) Mental save: +6 (+3 eff.) Light radius: +3 Infravision radius: +3 See stealth: +7 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Eye of the Dreaming One 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 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. | 
|  Prox's Lucky Halfling Foot Infused by nature 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. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  2 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% 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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Zeryragen the iron torque of clear mind [power 1]  (11/25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes resistances: +2% physical Teleport immunity: +20% Life regen: +4.00 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. | 
|  steel torque of clear mind [power 2]  (11/25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. | 
|  steel torque of mindblast 'Dimguile' [power 175]  (11/15 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes damage: +3% darkness Psi when hit: +0.04 Maximum hate: +4.00 It can be used to blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 12% for 2 turns. * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  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. | 
|  cleansing elm wand of shielding [power 110]  (11/20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  7 ametrine 0.00 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. | 
|  6 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Sunlamp the Thalore Sun Paladin level 10
48th Dusk 122nd year of Ascendancy at 12:24 see stats
 Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Sunlamp the Thalore Sun Paladin level 20
30th Haze 122nd year of Ascendancy at 18:32 see stats
 Lost in translation (Insane (Roguelike) difficulty)
			Destroyed the naga portal in the slazish fens and got caught in the after-effect.
			Lost in translation (Insane (Roguelike) difficulty)
			Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Sunlamp the Thalore Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 05:57 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Sunlamp the Thalore Sun Paladin level 7
44th Dusk 122nd year of Ascendancy at 19:19 see stats
 The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Sunlamp the Thalore Sun Paladin level 14
73rd Dusk 122nd year of Ascendancy at 20:57 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Sunlamp the Thalore Sun Paladin level 17
7th Haze 122nd year of Ascendancy at 06:10 see stats
Log
Sunlamp is suffering and fails to concentrate on dealing damage.
Something damages himself through Martyrdom!
Sunlamp hits Something for 0 fire, 3 physical, 0 fire, 2 physical, 0 fire (5 total damage).
Melee retaliation hits Emalle the large brown snake for 6 light, 0 mind, 0 nature, 6 light, 4 mind, 0 nature (16 total damage).
Tempest of Metal hits Sunlamp for 31 physical, 24 fire, 30 physical, 24 fire (108 total damage).
Emalle the large brown snake hits Sunlamp for (65 absorbed), 0 physical, (11 absorbed), 12 fire (12 total damage).
Sunlamp uses Death Dance.
Sunlamp misses Something.
Sunlamp deactivates Second Life.
Sunlamp has been healed by a blast of positive energy!
Something damages himself through Martyrdom!
Something hits Sunlamp for 54 fire damage.
Sunlamp receives 163 healing.
Sunlamp hits Something for 5 physical, 0 fire, 0 fire, 2 physical, 0 fire, 0 physical, 0 fire (6 total damage).
Tempest of Metal hits Sunlamp for 0 physical, 24 fire, 29 physical, 24 fire (76 total damage).
Something hits Sunlamp for 84 physical, 24 fire, 48 physical, 21 fire (177 total damage).
The saw embedded in Sunlamp flies back its source.
The saw drags Sunlamp towards Something!
Bleeding from Emalle the large brown snake hits Sunlamp for 20 physical damage.
Burning from Emalle the large brown snake hits Sunlamp for 67 fire damage.
Something hits Sunlamp for 86 fire damage.
Sunlamp casts Healing Light.
Sunlamp receives 168 healing.
Sunlamp redirects the effect 'Bleeding'!
Sunlamp redirects the effect 'Burning'!
Tempest of Metal hits Sunlamp for 34 physical, 21 fire, 27 physical, 21 fire (103 total damage).
Something hits Sunlamp for 76 physical, 21 fire (97 total damage).
Sunlamp the level 21 thalore sun paladin was fried to death by Emalle the large brown snake on level 2 of Old Forest.















































