










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 | 
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Halfling | 
| Class | Rogue | 
| Level / Exp | 17 / 22% | 
| Size | small | 
| Lifes / Deaths | Killed by Z'quikzshl the skeletal mold at level 5 on the 79th Pyre 122nd year of Ascendancy at 05:55 0 / 6Killed by elven tempest at level 11 on the 3rd Dusk 122nd year of Ascendancy at 14:16 Killed by ritch flamespitter at level 13 on the 31st Dusk 122nd year of Ascendancy at 01:40 Killed by Yvireda the snow giant chieftain at level 17 on the 70th Dusk 122nd year of Ascendancy at 12:07 Killed by Yvireda the snow giant chieftain at level 17 on the 70th Dusk 122nd year of Ascendancy at 12:21 Killed by Yvireda the snow giant chieftain at level 17 on the 14th Haze 122nd year of Ascendancy at 11:42  | 
Primary Stats
| Strength | 13 (base 13) | 
| Dexterity | 52 (base 41) | 
| Constitution | 14 (base 10) | 
| Magic | 10 (base 10) | 
| Willpower | 10 (base 10) | 
| Cunning | 41 (base 36) | 
Resources
| Life | -144/488 | 
| Stamina | 167/172 | 
| Healing Factor | 0.88260869565219 | 
| Regeneration | 14.556977533747 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +15% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
| Infravision | 6 | 
| See Stealth | 50.555455561842 | 
| See Invisible | 54.555455561842 | 
Offense: Mainhand
| Damage | 41 | 
| Accuracy | 48 | 
| Crit Chance | 31% | 
| APR | 14 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 34 | 
| Accuracy | 48 | 
| Crit Chance | 31% | 
| APR | 14 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 17 | 
| Crit Chance | 10% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 23 | 
| Crit Chance | 10% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +3% | 
| Temporal | +6% | 
| Nature | +3% | 
| Cold | +10% | 
| All | 0% | 
Offense: Damage Penetration
| Cold | +14% | 
| Darkness | +15% | 
Defense: Base
| Armour (hardiness) | 23 (49.309173272933%) | 
| Defense | 54 | 
| Ranged Defense | 54 | 
| Fatigue | 0 | 
| Physical Save | 19 | 
| Spell Save | 27 | 
| Mental Save | 29 | 
Defense: Resistances
| Nature | + 6%( 70%) | 
| Acid | + 14%( 70%) | 
| Darkness | + 9%( 70%) | 
| Temporal | + 13%( 70%) | 
| Cold | + 27%( 70%) | 
| Lightning | + 45%( 70%) | 
| Fire | + 17%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Pinning Resistance | 100% | 
| Bleed Resistance | 15% | 
| Instadeath Resistance | 100% | 
| Stun Resistance | 100% | 
| Poison Resistance | 10% | 
| Blind Resistance | 24% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 153 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 456% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat.  | 
Class Talents
| Technique / Duelist | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Cunning / Stealth | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Dual techniques | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
| Cunning / Lethality | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Cunning / Poisons | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Assassination | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Trapping | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Throwing knives | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Halfling | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Mobility | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
  | 3/5 | 
Effects
| talent | Apply Poison | 
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 3. Militant Mind | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation | 
| detrimental effect | The target is poisoned, taking 27.57 nature damage per turn and decreasing all heals received by 25%. Insidious Poison | 
| beneficial effect | Increases defense by 16. Mobile Defense | 
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced | 
| beneficial effect | Has 6 throwing knives prepared: 6 KnivesRange: 4 Net Damage: 50 - 69 Accuracy: 63 (knife) APR: 11 Crit Chance: +29% Crit mult: 178% Uses Stats: 50% Cun, 70% Dex  | 
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action | 
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked | 
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 20 defense. Evasion | 
| beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike | 
| beneficial effect | The target is recovering 19 life each turn. Recovery | 
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 16.2 and stamina regeneration by 1.2. Soothing Darkness | 
| beneficial effect | The target gains 1 extra parry opportunity each turn, and its chance to fail each parry is reduced by 20%. Feint | 
| beneficial effect | Parrying melee and ranged attacks: Has a 72% chance to deflect up to 14 damage from the next 3.5 attack(s).  Parried attacks cannot crit. Parrying | 
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.  | 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 injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved mental save by +4.  | done | 
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)).  | done | 
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)).  | done | 
You failed to protect the repented thief from death by giant brown ant. Escort: repented thief (level 2 of Old Forest) | failed | 
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 have explored the Sandworm Lair and vanquished their Queen. * 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 | 
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.  | 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 the fox. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed bear paw. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed black mamba head. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * You've found the needed sandworm tooth. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.'  | active | 
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  Zanedar the Skyquell (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes resistances: +9% darkness / +21% lightning Changes resistances penetration: +15% darkness Changes damage: +3% lightning Infravision radius: +2 A pair of boots made of leather.  | 
| Light source |  survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+3 eff.) Maximum life: +42.00 Light radius: +2 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
| On head |  rough leather cap of trickery (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +2 Dex A cap made of leather.  | 
| On hands |  naturalist's rough leather gloves of dexterity (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Damage (Melee): 5 nature Changes stats: +2 Dex Changes resistances: +6% nature Changes damage: +3% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Tool |  Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: -5 Lck Trap disarming bonus: +5 Physical save: -5 (-5 eff.) Spell save: -5 (-2 eff.) Mental save: -5 (-2 eff.) 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.  | 
| On fingers |  Tefang the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +1 Str Physical save: +7 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +12 (+6 eff.) Poison immunity: +10% Cut immunity: +15% Rings can have magical properties.  | 
| On fingers |  ScabbearerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 12 nature Changes stats: +3 Con Changes resistances: +14% acid / +6% temporal / +12% cold / +17% lightning / +17% fire Changes damage: +6% temporal Spell save: +14 (+7 eff.) Blindness immunity: +24% Maximum stamina: +34.00 Infravision radius: +4 See stealth: +16 See invisible: +14 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties.  | 
| Around neck |  SilulrathraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Damage when hit (Melee): 8 physical Changes stats: +2 Str / +4 Dex Only die when reaching: -80.00 life See invisible: +6 Amulets can have magical properties.  | 
| In main hand |  glacial steel dagger of crippling (12-15.6 power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +5 ice When wielded/worn: Physical crit. chance: +5.0% Armour: +6 Changes resistances penetration: +6% cold Sharp, short and deadly.  | 
| Around waist |  grounding hardened leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% lightning / +7% temporal Maximum life: +39.00 A belt that goes around your waist.  | 
| In off hand |  hateful steel dagger of crippling (11.5-14.95 power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +7 darkness Damage against: +5% Living When wielded/worn: Physical crit. chance: +4.0% Sharp, short and deadly.  | 
| Cloak |  resilient cashmere cloak of protection (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Spell save: +9 (+5 eff.) Mental save: +8 (+4 eff.) Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+3 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide.  | 
Inventory
 healing infusion (heal 50)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 50 and cleanse 1 wound and 1 poison effect. 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.  | 
 regeneration infusion (heal 74 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 74 life over 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.  | 
 regeneration infusion of the psychic (heal 94 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 94 life over 5 turns. Its effects scale with your Willpower 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.  | 
 phase door rune (range 6; power 16; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 shielding rune (absorb 112 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 112 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 ability.  | 
 Withering OrbsInfused 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 (+2 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...  | 
 gold amulet 'Nimbusgrit'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 mind Changes resistances penetration: +10% lightning Changes damage: +18% lightning Blindness immunity: +21% Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets can have magical properties.  | 
 LoryfangInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +8 Str / +4 Dex / +3 Wil / +4 Con Changes resistances: +6% acid Physical save: +7 (+4 eff.) Light radius: +2 Infravision radius: +1 Size category: +1 A belt that goes around your waist.  | 
 rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Spellpower: +3 (+3 eff.) A belt that goes around your waist.  | 
 rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist.  | 
 resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex 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.  | 
 agate0.00 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.  | 
 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 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.  | 
 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere.  | 
 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 (50 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
 brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
 scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +5% fire Mental save: +5 (+3 eff.) Light radius: +2 See stealth: +6 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 OneInfused 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 (+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 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 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 6 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.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Rod of Recall (2/2)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 176 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 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.  | 
 iron torque of kinetic psionic shield 'Betudhewyn' [power 23]  (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +2.0% Physical power: +4 (+2 eff.) Effects on melee hit: * 20% chance to disease Changes resistances penetration: +5% physical It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 1 hate. Torques are made by powerful psionics to store psionic powers.  | 
 elm totem of thorny skin [power 16]  (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power.  | 
 forceful ash totem of thorny skin [power 26]  (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40%, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power.  | 
 overpowered ash totem of cure ailments [power 2]  (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power.  | 
 4 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.  | 
 2 ametrine0.00 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.  | 
 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 3 zircon0.00 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
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Stabby the Halfling Rogue level 13
20th Dusk 122nd year of Ascendancy at 13:56 see stats
			Level 10
			Got a character to level 10.By Stabby the Halfling Rogue level 10
6th Mirth 122nd year of Ascendancy at 07:38 see stats
			Poisonous
			Sided with the assassin lord.By Stabby the Halfling Rogue level 17
78th Dusk 122nd year of Ascendancy at 10:37 see stats
			The Arena
			Unlocked Arena mode.By Stabby the Halfling Rogue level 11
2nd Summertide 122nd year of Ascendancy at 00:12 see stats
			The secret city
			Discovered the truth about mages.By Stabby the Halfling Rogue level 14
34th Dusk 122nd year of Ascendancy at 05:30 see stats
Log
Snow giant thunderer is dazed!
Stabby deactivates Stealth.
Stabby slows down.
Stabby hits Snow giant thunderer for  damage.
Snow giant thunderer uses Infusion: Insidious Poison.
Yvireda the snow giant chieftain casts Aether Beam.
Yvireda the snow giant chieftain's spell attains critical power!
You notice a trap (Yvireda the snow giant chieftain's aether beam)!
Snow giant thunderer is not dazed anymore.
Snow giant thunderer is silenced!
Yvireda the snow giant chieftain's aether beam hits Stabby for 12 arcane damage.
Yvireda the snow giant chieftain's aether beam hits Snow giant thunderer for 118 arcane damage.
Stabby is poisoned!
Snow giant thunderer resists!
Yvireda the snow giant chieftain's aether beam hits Stabby for 12 arcane damage.
Yvireda the snow giant chieftain's aether beam hits Snow giant thunderer for 118 arcane damage.
Snow giant thunderer's Infusion: Insidious Poison hits Stabby for 22 nature damage.
Stabby is recovering from the damage!
Yvireda the snow giant chieftain's aether beam hits Stabby for 12 arcane damage.
Yvireda the snow giant chieftain's aether beam hits Snow giant thunderer for 118 arcane damage.
Yvireda the snow giant chieftain's aether beam hits Stabby for 12 arcane damage.
Yvireda the snow giant chieftain's aether beam hits Snow giant thunderer for 118 arcane damage.
Stabby tries to evade attacks.
Stabby resists!
Yvireda the snow giant chieftain's aether beam hits Stabby for 118 arcane, 12 arcane (130 total damage).
Insidious Poison from Snow giant thunderer hits Stabby for 22 nature damage.
Stabby receives 17 healing.
Stabby is silenced!
Yvireda the snow giant chieftain's aether beam hits Stabby for 118 arcane, 12 arcane (130 total damage).
Saving game...





















































































