Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 | 
| Addons | Ashes of Urh'Rok 1.5.0Official 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:
 Possessor Bonus Class 1.5.3Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
  | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Female | 
| Race | Cornac | 
| Class | Wyrmic | 
| Level / Exp | 25 / 86% | 
| Size | medium | 
| Lifes / Deaths | Killed by Galerin the elven warrior at level 25 on the 1st Allure 123rd year of Ascendancy at 14:34  / 2Killed by Lisevea the elven mage at level 25 on the 1st Allure 123rd year of Ascendancy at 17:00  | 
| Antimagic | Follower | 
Primary Stats
| Strength | 40 (base 27) | 
| Dexterity | 13 (base 10) | 
| Constitution | 39 (base 32) | 
| Magic | 13 (base 10) | 
| Willpower | 61 (base 55) | 
| Cunning | 21 (base 10) | 
Resources
| Life | -74/673 | 
| Stamina | 300/300 | 
| Equilibrium | 73 | 
| Healing Factor | 1.3881339712918 | 
| Regeneration | 71.169628708132 | 
Speed
| Mental | +5.96386969525% | 
| Attack | +5.96386969525% | 
| Movement | +11.09386761032% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 6 | 
| See Invisible | 3 | 
| ESP Range | 10 | 
| ESP Kinds | demon/minor, demon/major, animal/canine | 
Offense: Mainhand
| Damage | 59 | 
| Accuracy | 39 | 
| Crit Chance | 17% | 
| APR | 54 | 
| Speed | 0.94 | 
Offense: Offhand
| Damage | 59 | 
| Accuracy | 39 | 
| Crit Chance | 17% | 
| APR | 54 | 
| Speed | 0.94 | 
Offense: Spell
| Spellpower | 13 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 57 | 
| Crit Chance | 21% | 
| Speed | 0.94371789448232 | 
Offense: Damage Bonus
| All | 0% | 
Defense: Base
| Armour (hardiness) | 45.343614678979 (81.694915254237%) | 
| Defense | 6 | 
| Ranged Defense | 6 | 
| Fatigue | 27 | 
| Physical Save | 31 | 
| Spell Save | 24 | 
| Mental Save | 37 | 
Defense: Resistances
| All | + 31%( 70%) | 
Defense: Immunities
| Stun Resistance | 51% | 
| Bleed Resistance | 50% | 
| Pinning Resistance | 0% | 
| Knockback Resistance | 56% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 30% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: 1.0 Infusion: HealingUse 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 168 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 212 life over 5 turns. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 248 life over 5 turns. Its effects scale with your Constitution stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat.  | 
Class Talents
| Wild-gift / Cold drake aspect | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Sand drake aspect | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat veteran | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Fire drake aspect | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
| Technique / Shield offense | 1.10 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Higher draconic abilities | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Wild-gift / Storm drake aspect | 1.30 | 
  | 1/5 | 
  | 4/5 | 
  | 5/5 | 
  | 0/5 | 
| Wild-gift / Venom drake aspect | 1.30 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Two-handed assault | 1.10 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Wild-gift / Fungus | 1.10 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Wild-gift / Mindstar mastery | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Combat training | 1.00 | 
  | 4/5 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Call of the wild | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Wild-gift / Antimagic | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| talent | Wild Growth | 
| talent | Psiblades | 
| talent | Icy Skin | 
| detrimental effect | Huge cut that bleeds, doing 41.26 physical damage per turn. Bleeding | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation | 
| detrimental effect | The target is confused, acting randomly (chance 50%), unable to perform complex actions and takes 56.61 darkness damage per turn. Bane of Confusion | 
| beneficial effect | A flow of life spins around the target, regenerating 49.52 life per turn. Regeneration | 
| beneficial effect | The target ignores pain, reducing all damage taken by 18%. Pain Suppression | 
| beneficial effect | You gain 14% resistance against darkness. Resolve | 
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | active | 
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 lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)).  | done | 
You failed to protect the lost anorithil from death by ritch flamespitter. Escort: lost anorithil (level 3 of Old Forest) | failed | 
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Disengage (+1 level(s)).  | done | 
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Willpower by +2.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt 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 darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade.  | done | 
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 FortressWith one of the notes there was a small gem that looks like a key.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed warg claw. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed vial of wight ectoplasm. * You've found the needed sandworm tooth. 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. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.'  | 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 arena The 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 within3 lumberjacks have died.  | done | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet | pair of rough leather boots 'Chargeminister' (0 def, 1 armour) pair of rough leather boots 'Chargeminister' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 mind Changes stats: +1 Cun / +2 Con Changes resistances: +12% lightning Changes damage: +6% mind Physical save: +11 (+5 eff.) Mental save: +11 (+5 eff.) A pair of boots made of leather.  | 
| Light source | brass lantern 'Gilydodrador' brass lantern 'Gilydodrador'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Str / +3 Wil Changes damage: +6% mind Critical mult.: +3.00% Stamina each turn: +0.60 Light radius: +5 Infravision radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
| On head | dwarven-steel helm of constitution (+4) (0 def, 4 armour) dwarven-steel helm of constitution (+4) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| Tool | dwarven-steel torque of kinetic psionic shield 'Eremarorion' [power 77]  (20 cooldown) dwarven-steel torque of kinetic psionic shield 'Eremarorion' [power 77]  (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +2 Str / +1 Wil Critical mult.: +10.00% Mental save: +10 (+4 eff.) Mindpower: +4 (+1 eff.) Infravision radius: +3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 77 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers.  | 
| On fingers | warrior's copper ring of perseverance warrior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Stun/Freeze immunity: +21% Life regen: +1.00 Rings can have magical properties.  | 
| Around neck | gold amulet 'Betorarin' gold amulet 'Betorarin'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 mind Changes resistances: +9% mind / +3% blight Changes damage: +9% mind / +15% blight Cut immunity: +50% Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 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 355 life. The life healed will increase with your Mindpower. Amulets can have magical properties.  | 
| In main hand | Bokiroddaldir (8-8.8 power, 47 apr, nature damage) Bokiroddaldir (8-8.8 power, 47 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 76% Wil, 38% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +47 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 mind Burst (radius 2) on crit: +4 mind When wielded/worn: Grants telepathy: Demon/Minor Demon/Major Mental save: +2 (+1 eff.) Hate when firing a critical mind attack: +1.00 Maximum psi: +21.00 Mindpower: +30 (+8 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +40 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
| On hands | Torchwild the iron gauntlets (0 def, 1 armour) Torchwild the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage when hit (Melee): 4 fire Changes stats: +3 Str Changes resistances: +3% acid Changes damage: +6% fire Metal gloves protecting the hands up to the middle of the lower arm.  | 
| In off hand | thorny mindstar of life (8-8.8 power, 47 apr, mind damage) thorny mindstar of life (8-8.8 power, 47 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 76% Wil, 38% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +47 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Life regen: +0.50 Maximum life: +16.00 Mindpower: +11 (+4 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
| Cloak | Ulidetir the linen cloak (1 def, 0 armour) Ulidetir the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Str / +3 Dex / +3 Mag / +1 Con Grants telepathy: Demon/Minor Demon/Major Infravision radius: +1 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor | Lightningspar the steel plate armour (4 def, 15 armour) Lightningspar the steel plate armour (4 def, 15 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Defense: +4 (+4 eff.) Fatigue: +22% Damage when hit (Melee): 20 lightning / 12 blight Changes resistances penetration: +20% lightning Changes damage: +6% lightning A suit of armour made of metal plates.  | 
Inventory
healing infusion of the warrior (heal 117) healing infusion of the warrior (heal 117)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 117 and cleanse 1 wound and 1 poison effect. 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 ability.  | 
sun infusion (rad 5; power 20; turns 5; dispels darkness) sun infusion (rad 5; power 20; turns 5; dispels darkness)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 brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 5 turns. 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.  | 
sun infusion of the duelist (rad 6; power 28; turns 5; dispels darkness) sun infusion of the duelist (rad 6; power 28; turns 5; dispels darkness)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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 14). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 28) for 5 turns. 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.  | 
sun infusion of the warrior (rad 6; power 43; turns 3; dispels darkness) sun infusion of the warrior (rad 6; power 43; turns 3; dispels darkness)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 brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 22). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 43) for 3 turns. 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 ability.  | 
Cloudspawner the gold amulet Cloudspawner the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Con Changes resistances: +6% lightning Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +50 Amulets can have magical properties.  | 
restful steel amulet of constitution (+4) restful steel amulet of constitution (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +4 Con Life regen: +1.30 Amulets can have magical properties.  | 
starlit gold amulet of cunning (+3) starlit gold amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +15% light / +11% darkness Blindness immunity: +26% Amulets can have magical properties.  | 
steel amulet of willpower (+3) steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Amulets can have magical properties.  | 
Flaresnake FlaresnakeInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% fire Changes damage: +9% acid / +21% fire Mental save: +6 (+3 eff.) Confusion immunity: +22% Rings can have magical properties.  | 
Kilnstar the gold ring Kilnstar the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -12% Changes damage: +15% fire Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +21% Life regen: +2.30 See invisible: +6 Rings can have magical properties.  | 
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances: +20% lightning Changes damage: +10% lightning Stun/Freeze immunity: +22% Life regen: +1.90 Maximum life: +50.00 Maximum psi: +40.00 Healing mod.: +13% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you?  | 
copper ring of blight (+10%) copper ring of blight (+10%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% blight Changes damage: +10% blight Rings can have magical properties.  | 
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +21.00 Rings can have magical properties.  | 
steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +20% Pinning immunity: +23% Knockback immunity: +21% Maximum life: +24.00 Rings can have magical properties.  | 
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties.  | 
Astelrid's Clubstaff (45-67.5 power, 4 apr) Astelrid's Clubstaff (45-67.5 power, 4 apr)Requires: - Strength 23 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 40% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +25% nature Spellpower: +15 (+11 eff.) Healing mod.: +25% Improves the contribution of primary stats on infusions and runes by 15% Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment.  | 
vined mindstar of sand (5-5.5 power, 18 apr, nature damage) vined mindstar of sand (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 physical Changes resistances: +6% physical Changes resistances penetration: +6% physical Changes damage: +4% physical Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.3 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 22 of target armor and 11% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element) Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+7 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+9 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 2.0 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after.  | 
Obsidianvein ObsidianveinPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Fatigue: -5% Changes stats: +2 Dex / +2 Wil / +6 Con Changes damage: +6% darkness Critical mult.: +7.00% Maximum encumbrance: +30 Spell save: +10 (+5 eff.) Size category: +1 A belt that goes around your waist.  | 
rough leather belt 'Scaldoozer' rough leather belt 'Scaldoozer'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 fire Changes resistances: +7% lightning / +5% temporal / +3% nature / +9% fire Changes resistances penetration: +5% fire A belt that goes around your waist.  | 
Loradehek (2 def, 14 armour) Loradehek (2 def, 14 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +14 Defense: +2 (+2 eff.) Changes resistances: +12% light Reduces incoming crit damage: 15.00% Silence immunity: +10% Confusion immunity: +20% Only die when reaching: -60.00 life Maximum life: +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
linen cloak 'Beraldil' (1 def, 0 armour) linen cloak 'Beraldil' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +4 Mag / +2 Con Changes resistances: +12% light Grants telepathy: Dragon Cut immunity: +10% Only die when reaching: -60.00 life Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
marshal's linen cloak of the Shaloren (1 def, 0 armour) marshal's linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Mag / +2 Wil / +2 Con Physical save: +6 (+3 eff.) Maximum life: +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
Dourenvy (0 def, 1 armour) Dourenvy (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 nature Changes stats: +4 Dex / +2 Con Changes resistances: +6% nature / +6% darkness Changes resistances penetration: +10% darkness Changes damage: +4% nature / +12% darkness Metal gloves protecting the hands up to the middle of the lower arm.  | 
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: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) 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 71.78 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.  | 
Borudas the Airwolf (2 def, 0 armour) Borudas the Airwolf (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +12% physical / +18% blight / +6% fire / +6% nature / +9% cold Changes damage: +6% lightning / +12% physical A pointy cloth hat, very wizardly...  | 
Kindleripper (0 def, 4 armour) Kindleripper (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 mind Changes stats: +4 Str Changes resistances: +12% mind Changes damage: +24% light Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
Shinehack the hardened leather cap (0 def, 3 armour) Shinehack the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 arcane / 8 light Changes stats: +3 Dex / +2 Cun / +4 Con Changes resistances penetration: +20% arcane Stamina when hit: +0.70 Equilibrium when hit: +1.00 A cap made of leather.  | 
Zubywen (0 def, 7 armour) Zubywen (0 def, 7 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Changes stats: +2 Cun / +2 Wil Changes resistances: +3% fire / +6% temporal / +1% physical Knockback immunity: +10% Mindpower: +4 (+1 eff.) A cap made of leather.  | 
bladed iron helm of trickery (0 def, 3 armour) bladed iron helm of trickery (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Damage when hit (Melee): 6 physical Changes stats: +2 Str / +3 Dex / +3 Cun It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 89.3 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
cleansing iron helm of strength (+2) (0 def, 3 armour) cleansing iron helm of strength (+2) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str Changes resistances: +5% nature / +5% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
grounding hardened leather cap of constitution (+5) (0 def, 3 armour) grounding hardened leather cap of constitution (+5) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Con Changes resistances: +8% lightning / +7% temporal A cap made of leather.  | 
rough leather cap 'Siloth' (0 def, 3 armour) rough leather cap 'Siloth' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +6 (+2 eff.) Armour: +3 Fatigue: +1% Damage when hit (Melee): 12 blight Changes stats: +2 Dex Changes resistances: +6% cold Allows you to breathe in: water A cap made of leather.  | 
rough leather cap of the depths (0 def, 1 armour) rough leather cap of the depths (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold Allows you to breathe in: water A cap made of leather.  | 
Wrathroot's Barkwood (9 def, 10 armour, 24.5-34.3 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 24.5-34.3 power, 60 block)Requires: - Strength 25 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 24.5 - 34.3 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+9 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield.  | 
74 alchemist agate 74 alchemist agate0.00 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.  | 
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
2 opal 2 opal0.00 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 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 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.  | 
dwarven-steel pickaxe of endurance (dig speed 30 turns) dwarven-steel pickaxe of endurance (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +4 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood.  | 
Summertide Phial Summertide PhialInfused 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 (118 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 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.  | 
burglar's brass lantern of clarity burglar's brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Cun Mental save: +6 (+3 eff.) Light radius: -8 Infravision radius: +5 See stealth: +8 See invisible: +7 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 Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 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 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist.  | 
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 73.64 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame.  | 
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
garnet garnet0.00 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) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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.  | 
2 amethyst 2 amethyst0.00 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.  | 
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Antimagic! (Nightmare (Roguelike) difficulty)
			Completed antimagic training in the Ziguranth camp.By Ryumi Kazamaru the Cornac Wyrmic level 25
1st Wintertide 123rd year of Ascendancy at 02:23 see stats
			Bringer of Doom (Nightmare (Roguelike) difficulty)
			Killed a Bringer of Doom.By Ryumi Kazamaru the Cornac Wyrmic level 16
52nd Haze 122nd year of Ascendancy at 18:18 see stats
			Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Ryumi Kazamaru the Cornac Wyrmic level 10
7th Dusk 122nd year of Ascendancy at 14:07 see stats
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By Ryumi Kazamaru the Cornac Wyrmic level 20
73rd Haze 122nd year of Ascendancy at 17:38 see stats
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Ryumi Kazamaru the Cornac Wyrmic level 10
7th Dusk 122nd year of Ascendancy at 14:06 see stats
			Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.By Ryumi Kazamaru the Cornac Wyrmic level 20
73rd Haze 122nd year of Ascendancy at 16:46 see stats
			Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Ryumi Kazamaru the Cornac Wyrmic level 11
59th Dusk 122nd year of Ascendancy at 11:35 see stats
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Ryumi Kazamaru the Cornac Wyrmic level 7
78th Pyre 122nd year of Ascendancy at 12:28 see stats
			The Right thing to do (Nightmare (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ryumi Kazamaru the Cornac Wyrmic level 16
54th Haze 122nd year of Ascendancy at 01:20 see stats
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Ryumi Kazamaru the Cornac Wyrmic level 20
75th Haze 122nd year of Ascendancy at 02:54 see stats
			Unstoppable (Nightmare (Roguelike) difficulty)
			Returned from the dead.By Ryumi Kazamaru the Cornac Wyrmic level 25
1st Allure 123rd year of Ascendancy at 14:35 see stats
Log
Ryumi Kazamaru uses Infusion: Regeneration.
Ryumi Kazamaru starts regenerating health quickly.
Ryumi Kazamaru uses Infusion: Wild.
Ryumi Kazamaru is no longer poisoned.
Ryumi Kazamaru is cured!
Ryumi Kazamaru lessens the pain.
Ryumi Kazamaru uses Nature's Touch.
Ryumi Kazamaru receives 324 healing.
Ryumi Kazamaru wanders around!.
Lisevea the elven mage casts Shock.
Ryumi Kazamaru's mind surges with critical power!
Ryumi Kazamaru is invigorated by the attack!
Bane of Confusion from Lisevea the elven mage hits Ryumi Kazamaru for 63 darkness damage.
Lisevea the elven mage casts Invoke Darkness.
Lisevea the elven mage's spell attains critical power!
Ryumi Kazamaru's mind surges with critical power!
Ryumi Kazamaru is invigorated by the attack!
Lisevea the elven mage hits Ryumi Kazamaru for 406 darkness damage.
Ryumi Kazamaru is invigorated by the attack!
Talent Infusion: Healing is ready to use.
Bane of Confusion from Lisevea the elven mage hits Ryumi Kazamaru for 49 darkness damage.
Lisevea the elven mage casts Earthen Missiles.
Lisevea the elven mage's spell attains critical power!
Lisevea the elven mage's spell attains critical power!
Ryumi Kazamaru starts to bleed.
Saving game...
