








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 | 
| 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 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Steamtech UI 1.1.4 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | Brawler | 
| Level / Exp | 14 / 3% | 
| Size | big | 
| Lifes / Deaths | Killed by zombie bunny at level 7 on the 6th Mirth 122nd year of Ascendancy at 00:044 / 1 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 33 (base 13) | 
| Dexterity | 36 (base 30) | 
| Constitution | 35 (base 10) | 
| Magic | 10 (base 10) | 
| Willpower | 13 (base 10) | 
| Cunning | 42 (base 34) | 
Resources
| Life | 453/453 | 
| Stamina | 146/146 | 
| Healing Factor | 1.2929268292683 | 
| Regeneration | 1.3575731707317 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 5 | 
| See Stealth | 31.051968732286 | 
| See Invisible | 31.051968732286 | 
Offense: Barehand
| Damage | 68 | 
| Accuracy | 42 | 
| Crit Chance | 22% | 
| APR | 23 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 5 | 
| Crit Chance | 11% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 22 | 
| Crit Chance | 11% | 
| Speed | 1 | 
Offense: Damage Bonus
| Cold | +14% | 
| Lightning | +6% | 
| Fire | +4% | 
| All | 0% | 
Offense: Damage Penetration
| Light | +5% | 
Defense: Base
| Armour (hardiness) | 25.784547960018 (45.178571428571%) | 
| Defense | 16 | 
| Ranged Defense | 18 | 
| Fatigue | 15 | 
| Physical Save | 32 | 
| Spell Save | 23 | 
| Mental Save | 22 | 
Defense: Resistances
| Lightning | + 13%( 70%) | 
| Darkness | + 10%( 70%) | 
| Blight | + 11%( 70%) | 
| Cold | + 31%( 70%) | 
| Fire | + 10%( 70%) | 
| All | + 4%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Wild 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 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 104 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 172 life over 5 turns. Its effects scale with your Strength stat. | 
Class Talents
| Technique / Pugilism | 1.30 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| Technique / Combat veteran | 1.10 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Finishing moves | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Cunning / Tactical | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Unarmed discipline | 1.30 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Grappling | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat techniques | 1.10 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Technique / Unarmed training | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Conditioning | 1.10 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Antimagic | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Mobility | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.10 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Striking Stance | 
Quests
| You failed to protect the injured seer from death by white wolf.Escort: injured seer (level 3 of Trollmire) | failed | 
| You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul.Escort: lost anorithil (level 1 of Ruins of Kor'Pul) As a reward you improved Cunning by +1. | done | 
| You successfully escorted the lost warrior to the recall portal on level 1 of Daikara.Escort: lost warrior (level 1 of Daikara) As a reward you improved talent Unflinching Resolve (+1 level(s)). | done | 
| You failed to protect the temporal explorer from death by brawl2.Escort: temporal explorer (level 2 of Daikara) | 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 treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| 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 Possessed. | done | 
| 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 | 
| You have been invited to join a group called the Ziguranth, dedicated to opposing magic.The Curse of Magic | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 3 lumberjacks have died. | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | failed | 
Equipment
| On feet |  pair of rough leather boots 'Deepsblood' (3 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +5 Defense: +3 (+3 eff.) Ranged Defense: +2 (+2 eff.) Fatigue: +1% Changes resistances: +6% darkness Stamina each turn: +0.20 A pair of boots made of leather. | 
| On hands |  cinder dwarven-steel gauntlets of butchering (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Armour: +2 Damage (Melee): 8 fire Changes resistances: +7% blight / +6% fire Changes damage: +4% fire Spell save: +12 (+6 eff.) When used to modify unarmed attacks: Base power: 18.5 - 25.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Fire Breath (10% chance level 3). On weapon hit: * Slows global speed by 10% * 12% chance to corrode armour by 30% Burst (radius 2) on crit: +6 fire Metal gloves protecting the hands up to the middle of the lower arm. | 
| On head |  bladed dwarven-steel helm of might (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 physical Changes stats: +5 Str / +3 Con 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 92.0 Physical damage. If the attack hits, the target is confused (38% 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. | 
| On fingers |  Ce'Nybrevena the Airwill Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +9% lightning Changes resistances penetration: +5% light Changes damage: +6% lightning Mental save: +6 (+3 eff.) Light radius: +3 Rings can have magical properties. | 
| On fingers |  sneakthief's stralite ring of frost (+28%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +7 Cun / +6 Dex Changes resistances: +28% cold Changes damage: +14% cold Rings can have magical properties. | 
| Around neck |  vitalizing steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +7 (+3 eff.) Life regen: +0.80 Maximum life: +30.00 Amulets can have magical properties. | 
| Main armor |  dwarven-steel mail armour of implacability (3 def, 13 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +3 (+3 eff.) Fatigue: +10% Physical save: +8 (+4 eff.) A suit of armour made of mail. | 
| Light source |  survivor's brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Light radius: +2 Healing mod.: +11% 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. | 
| Cloak |  linen cloak of Iron Throne (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: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around waist |  noble's hardened leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Reduced damage from: +18% Summoned Spell save: +7 (+4 eff.) Size category: +1 A belt that goes around your waist. | 
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: 12 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. | 
|  wild infusion (resist 18%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 magical effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. | 
|  wild infusion (resist 18%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 cure yourself of one random magical effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. | 
|  wild infusion (resist 16%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 16% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. | 
|  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... | 
|  mule's steel ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Fatigue: -4% Maximum encumbrance: +25 Spellpower: +7 (+4 eff.) Mindpower: +7 (+4 eff.) Rings can have magical properties. | 
|  psionicist's copper ring of tenacity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Disarm immunity: +20% Pinning immunity: +23% Knockback immunity: +21% Maximum life: +21.00 Rings can have magical properties. | 
|  rogue's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+5 eff.) Changes stats: +3 Cun Rings can have magical properties. | 
|  wizard's copper ring of blight (+11%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +11% blight Changes damage: +11% blight Spell save: +6 (+3 eff.) Rings can have magical properties. | 
|  Sulfurwilter (11 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 (+7 eff.) Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% fire Changes damage: +6% nature / +6% fire Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. | 
|  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.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 31.51 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. | 
|  Coral Spray (8 def, 8 armour, 48 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+6 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. | 
|  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. | 
|  56 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. | 
|  aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 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. | 
|  2 topaz 0.00 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. | 
|  iron pickaxe of endurance (dig speed 36 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  3 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. | 
|  scorching brass lantern of clarity Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Mental save: +6 (+3 eff.) Light radius: +2 See stealth: +5 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. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  Rod of Recall (1/1) 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 Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  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. | 
|  4 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. | 
|  2 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Antimagic!
			Completed antimagic training in the Ziguranth camp.
			Antimagic!
			Completed antimagic training in the Ziguranth camp.By brawl2 the Cornac Brawler level 14
65th Dusk 122nd year of Ascendancy at 16:25 see stats
 Curse Lifter
			Killed Ben Cruthdar the Cursed.
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By brawl2 the Cornac Brawler level 13
40th Dusk 122nd year of Ascendancy at 16:24 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By brawl2 the Cornac Brawler level 10
7th Flare 122nd year of Ascendancy at 21:05 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By brawl2 the Cornac Brawler level 9
3rd Summertide 122nd year of Ascendancy at 23:59 see stats
Log
You pickup 0.60 gold pieces.
Brawl2 has finished recovering.
Talent Spinning Backhand is ready to use.
Resting starts...
Talent Vitality is ready to use.
Talent Axe Kick is ready to use.
Talent Infusion: Regeneration is ready to use.
Rested for 11 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Bought:  wild infusion (resist 18%; cure magical) for 29.07 gold.
Ran for 3 turns (stop reason: interesting character).
Ran for 4 turns (stop reason: didn't move).
There is an exit to the worldmap here (press '' or right click to use).
There is a Zigur (Town) here (press '' or right click to use).
Accepted quest 'Storming the city'! (Press 'j' to see the quest log)
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Brawl2 deactivates Striking Stance.
Brawl2 activates Striking Stance.
Brawl2 deactivates Striking Stance.






















































