














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Female | 
| Race | Cornac | 
| Class | Psyshot | 
| Level / Exp | 18 / 47% | 
| Size | medium | 
| Lifes / Deaths | Killed by Assassin Lord at level 18 on the 39th Dusk 122nd year of Ascendancy at 12:33/ 1 | 
Primary Stats
| Strength | 14 (base 10) | 
| Dexterity | 36 (base 21) | 
| Constitution | 10 (base 10) | 
| Magic | 13 (base 10) | 
| Willpower | 43 (base 23) | 
| Cunning | 74.8 (base 46) | 
Resources
| Life | -2/552 | 
| Psi | 182/192 | 
| Steam | 92/100 | 
| Healing Factor | 1.2300003099961 | 
| Regeneration | 13.837503487457 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +15% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 11 | 
| Lite | 5 | 
| Infravision | 8 | 
| See Stealth | 5 | 
| See Invisible | 5 | 
Offense: Mainhand
| Damage | 37 | 
| Accuracy | 44 | 
| Crit Chance | 33% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 19 | 
| Accuracy | 46 | 
| Crit Chance | 24% | 
| APR | 18 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 9 | 
| Crit Chance | 20% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 53 | 
| Crit Chance | 28% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +6% | 
| Lightning | +15% | 
| Nature | +10% | 
| Temporal | +3% | 
| Cold | +10% | 
| Fire | +6% | 
| Mind | +3% | 
| All | 0% | 
Offense: Damage Penetration
| Acid | +10% | 
| Mind | +25% | 
| Temporal | +5% | 
| Fire | +15% | 
| Physical | +5% | 
| Cold | +13% | 
| Nature | +10% | 
Defense: Base
| Armour (hardiness) | 12 (38.594633868923%) | 
| Defense | 41 | 
| Ranged Defense | 41 | 
| Fatigue | 0 | 
| Physical Save | 28 | 
| Spell Save | 30 | 
| Mental Save | 42 | 
Defense: Resistances
| Lightning | + 18%( 70%) | 
| Light | + 13%( 70%) | 
| Temporal | + 10%( 70%) | 
| Blight | + 13%( 70%) | 
| Cold | + 21%( 70%) | 
| Mind | + 16%( 70%) | 
| All | + 7%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Disarm Resistance | 60% | 
| Bleed Resistance | 50% | 
| Confusion Resistance | 34% | 
Inscriptions (3/3)
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.4 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Willpower stat. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 136% efficiency and cooldown mod of 80%. Its effects scale with your Cunning stat. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 149% efficiency and cooldown mod of 58%. | 
Class Talents
| Steamtech / Thoughts of iron | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| Steamtech / Avoidance | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Psytech gunnery | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Psionic fog | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Mechstar | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Gestalt | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Action at a distance | 1.30 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Steamtech / Physics | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Engineering | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Steamtech / Chemistry | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| beneficial effect | The target is surrounded by a psionic shield, absorbing 38/38 damage before it crumbles.Psionic Damage Shield | 
Quests
| You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire.Escort: lost defiler (level 3 of Trollmire) As a reward you improved talent Resonance Field (+1 level(s)). | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair.Escort: lost sun paladin (level 2 of Norgos Lair) As a reward you improved talent Telekinetic Leap (+1 level(s)). | done | 
| You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire.Escort: worried loremaster (level 2 of Trollmire) As a reward you improved talent Mind Sear (+1 level(s)). | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| 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 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 | 
| Inside some of your foes you have found some intact pieces that give you new ideas.Research. Tinker. Annihilate. Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed warg claw. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 4 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. | active | 
Equipment
| On feet |  Sparkobeisance (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Fatigue: -5% Changes stats: +3 Cun / +3 Dex Changes resistances: +9% lightning Changes damage: +6% fire Talent granted: +1 Rocket Boots Maximum encumbrance: +21 Physical save: +6 (+3 eff.) A pair of boots made of leather. | 
| Quiver |  Dairegas the Ashblast (20/20, 26-31 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 26.0 - 31.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +11.5% Capacity: 20 On weapon hit: * 5% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +7 temporal / +20 mind / +4 fire / +6 nature Damage (radius 2) on crit: +4 mind When wielded/worn: Talent granted: +1 Explosive Shell Shots are used with slings to pummel your foes to death. | 
| Light source |  bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  linen wizard hat 'Getira' (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Changes resistances: +3% mind Changes resistances penetration: +5% temporal Mental save: +6 (+2 eff.) Maximum psi: +40.00 Mindpower: +20 (+7 eff.) Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 A pointy cloth hat, very wizardly... | 
| On hands |  Spellhunt Remnants (3 def, 4 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances penetration: +10% nature Changes damage: +10% nature Talent granted: +1 Iron Grip Spell save: +7 (+3 eff.) Disarm immunity: +60% Maximum life: +40.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +6% When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +8 Crit. chance: +6.0% Attack speed: 83% Damage (Melee): +12 silence Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. | 
| Tool |  iron pickaxe 'Silemira' (dig speed 28 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Physical crit. chance: +2.0% Physical power: +15 (+5 eff.) Changes stats: +2 Str / +2 Dex / +3 Cun Changes resistances: +3% light Changes resistances penetration: +5% physical Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  Shockpassion the gold ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +25% mind Changes damage: +12% lightning Mental save: +10 (+3 eff.) Confusion immunity: +34% Equilibrium when hit: +0.16 Mindpower: +10 (+3 eff.) Rings make your fingers look great! | 
| On fingers |  Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Dex / +3 Mag / +5 Cun Changes resistances penetration: +5% cold Changes damage: +3% temporal Spell save: +6 (+3 eff.) Life regen: +7.00 Maximum life: +44.00 Healing mod.: +11% Can be unequipped or rerolled. 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 Activation costs 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? | 
| Around neck |  copper amulet 'Bethitta' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +6 Changes stats: +4 Wil Physical save: +9 (+5 eff.) Cut immunity: +50% Life regen: +4.00 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 223 life. The life healed will increase with your Mindpower. Amulets make your neck look great! | 
| In main hand |  Isloba the Shimmerfear Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +4 lightning Damage (radius 1) on hit: +60 20% chance of physical repulsion Damage (radius 2) on crit: +16 lightning Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Str / +3 Dex Changes resistances: +3% light Maximum life: +40.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
| Around waist |  Boltjam the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 14% Changes resistances: +3% lightning Changes resistances penetration: +10% acid / +15% fire Maximum life: +30.00 A belt that goes around your waist. | 
| In off hand |  Cyretha (4-5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +36 20% chance of physical repulsion When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +6 Wil Changes resistances: +6% blight / +3% temporal / +7% mind Talent granted: +1 Attune Mindstar Spell save: +8 (+4 eff.) Mental save: +3 (+1 eff.) Psi each turn: +0.40 Maximum life: +60.00 Maximum psi: +19.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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 |  Pitchwrither the linen cloak (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Dex / +2 Wil / +2 Cun Changes damage: +3% lightning / +3% mind / +6% darkness Mental save: +7 (+2 eff.) Maximum hate: +6.00 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: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+2 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. | 
Inventory
|  regeneration infusion of the psychic (heal 211; 17 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 211 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 nature talent. | 
|  schematic: Back Support Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Explosive Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Flash Powder Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Iron Grip Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Kinetic Stabiliser Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Magnetic Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Second Skin Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Steamgun Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Steamsaw Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Waterproof Coating Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  insulating copper amulet of healing Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% fire / +10% cold Cut immunity: +40% Healing mod.: +11% 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 336 life. The life healed will increase with your Mindpower. Amulets make your neck look great! | 
|  insulating gold amulet of willpower (+5) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +20% fire / +12% cold Amulets make your neck look great! | 
|  copper ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! | 
|  mule's steel ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Mental save: +7 (+2 eff.) Confusion immunity: +20% Rings make your fingers look great! | 
|  This item will automatically be transmogrified when you leave the level. Erelileg the Eclipsestalker (31-46 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +9 Physical crit. chance: +20.0% Physical power: +12 (+4 eff.) Changes resistances penetration: +15% blight / +9% physical Changes damage: +3% darkness Spellpower on spell critical (stacks up to 3 times): +6 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed mauls. | 
|  This item will automatically be transmogrified when you leave the level. acidic dwarven-steel longsword of massacre (32-45 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, long, and deadly. | 
|  This item will automatically be transmogrified when you leave the level. dwarven-steel longsword of paradox (23-32 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +7 temporal When wielded/worn: Changes resistances: +5% temporal Sharp, long, and deadly. | 
|  Cloudspitter the mossy mindstar (2-3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 lightning When wielded/worn: Damage when hit (Melee): 6 fire Changes resistances penetration: +5% fire Changes damage: +9% lightning Talent granted: +1 Attune Mindstar Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.60 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. | 
|  This item will automatically be transmogrified when you leave the level. creative thorny mindstar of life (9-10 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Life regen: +0.70 Maximum life: +15.00 Mindpower: +6 (+2 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. | 
|  This item will automatically be transmogrified when you leave the level. mitotic thorny mindstar of balance (9-10 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.5% Attack speed: 100% On weapon hit: * 7% chance to slow global speed by 60% * 7% chance to reduce armor by 14% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +4 (+2 eff.) Spell save: +3 (+1 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +1.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. 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. | 
|  Turelen the cured leather sling Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +2.0% Changes stats: +2 Cun / +5 Wil Mental save: +12 (+4 eff.) Psi when hit: +0.12 Maximum psi: +20.00 Mindpower: +10 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. | 
|  iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  steel steamgun of lightning Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +5 lightning Attacks use: 2.0 Steam When wielded/worn: Changes damage: +8% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  This item will automatically be transmogrified when you leave the level. insulating hardened leather belt of magery Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Mag / +6 Wil Changes resistances: +5% fire / +7% cold Spell crit. chance: +4% A belt that goes around your waist. | 
|  rough leather belt 'Viperdash' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun Changes resistances: +5% lightning / +7% temporal / +3% nature / +6% light Infravision radius: +1 A belt that goes around your waist. | 
|  This item will automatically be transmogrified when you leave the level. shimmering cashmere robe of time (+13%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all / +13% temporal Changes damage: +13% arcane / +13% temporal Maximum mana: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Stamina each turn: +0.30 Maximum stamina: +10.00 A pair of boots made of leather. | 
|  rough leather gloves (0 def, 1 armour) 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Blindsmash the rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 mind Changes stats: +3 Str Changes resistances: +9% lightning / +6% cold / +3% darkness A cap made of leather. | 
|  Porenne the cashmere wizard hat (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Dex / +7 Con Changes resistances: +18% darkness Changes damage: +12% darkness / +6% blight Reduces incoming crit damage: 5.00% Infravision radius: +1 A pointy cloth hat, very wizardly... | 
|  elven-silk wizard hat 'Ebonyterror' (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 26% Changes stats: +5 Cun / +4 Wil Changes resistances: +6% darkness / +28% cold / +5% arcane / +22% fire Changes damage: +19% cold / +3% darkness / +15% fire Mindpower: +5 (+2 eff.) A pointy cloth hat, very wizardly... | 
|  linen wizard hat 'Nereldamina' (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +5 Wil Changes resistances: +16% nature Changes damage: +11% nature Confusion immunity: +10% Mana each turn: +0.04 A pointy cloth hat, very wizardly... | 
|  This item will automatically be transmogrified when you leave the level. miner's hardened leather hat of constitution (+4) (0 def, 4 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Con Infravision radius: +3 A hat made of leather. Very stylish. | 
|  Issedil the dwarven-steel mail armour (9 def, 13 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +9 (+3 eff.) Fatigue: +12% Changes stats: +6 Cun / +5 Wil Changes resistances: +15% lightning / +3% temporal Changes resistances penetration: +15% temporal Changes damage: +9% blight Mental save: +23 (+8 eff.) A suit of armour made of mail. | 
|  This item will automatically be transmogrified when you leave the level. stralite mail armour of fire resistance (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +19% fire A suit of armour made of mail. | 
|  Delebar the stralite shield (0 def, 8 armour, 44-52 power, 135 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 43.5 - 52.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +135 Damage (Melee): +15 light / +14 darkness When wielded/worn: Armour: +8 Fatigue: +8% Effects on melee hit: * 20% chance to reduce armor by 14% Damage when hit (Melee): 2 acid Changes stats: +5 Cun / +5 Mag Changes resistances: +20% acid / +19% fire / +14% light / +10% darkness Changes damage: +6% acid / +15% light / +10% blight / +3% mind / +12% darkness Talent granted: +1 Block Handheld deflection devices. It was corrupted by the digestive sack. | 
|  This item will automatically be transmogrified when you leave the level. icy dwarven-steel shield of cold resistance (+20%) (0 def, 6 armour, 28-34 power, 77 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +77 When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 5 cold Damage when hit (Melee): 6 ice Changes resistances: +20% cold Talent granted: +1 Block Handheld deflection devices. | 
|  4 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. | 
|  259 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 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Rainbore the dwarven-steel pickaxe (dig speed 22 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Damage when hit (Melee): 6 cold Changes stats: +5 Str / +1 Con Changes damage: +18% cold Infravision radius: +1 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. | 
|  miner's iron pickaxe (dig speed 28 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. | 
|  Islunor Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Str Changes resistances: +3% mind / +3% temporal Spell save: +3 (+1 eff.) Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  Automated Portable Extractor Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
| simple frost salve [power 9]simple frost salve [power 9] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 74% efficiency and 135% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (9% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
| simple healing salve [power 107]simple healing salve [power 107] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 74% efficiency and 135% cooldown modifier. It can be used to heal 107 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  pouch of iron shots (19/19, 15-18 power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 19 When wielded/worn: Shots are used with slings to pummel your foes to death. | 
|  pouch of iron shots of crippling (16/16, 16-19 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +10.0% Capacity: 16 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Shots are used with slings to pummel your foes to death. | 
|  3 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. | 
|  quartz 0.00 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. | 
|  3 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. | 
|  3 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  7 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Kelnia the Cornac Psyshot level 16
8th Dusk 122nd year of Ascendancy at 20:36 see stats
 Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Kelnia the Cornac Psyshot level 10
4th Mirth 122nd year of Ascendancy at 22:08 see stats
 Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Kelnia the Cornac Psyshot level 16
30th Dusk 122nd year of Ascendancy at 15:57 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Kelnia the Cornac Psyshot level 13
2nd Summertide 122nd year of Ascendancy at 10:37 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Kelnia the Cornac Psyshot level 16
7th Flare 122nd year of Ascendancy at 21:01 see stats
Log
Kelnia's embedded restoration system activate.
Kelnia receives 60 healing.
Kelnia activates Gestalt.
Kelnia is free from the illness.
You are no longer encumbered.
Epidemic from Assassin Lord hits Kelnia for (25 flat reduction), 0 blight (0 total damage).
Epidemic from Assassin Lord hits Kelnia for (25 flat reduction), 0 blight (0 total damage).
Epidemic from Assassin Lord hits Kelnia for (25 flat reduction), 0 blight (0 total damage).
Kelnia is free from the epidemic.
Resting starts...
The psychic field around Kelnia crumbles.
Rested for 2 turns (stop reason: hostile spotted to the east (Assassin Lord)).
Kelnia uses Condensate.
Talent Vaporous Step is ready to use.
Talent Iron Grip is ready to use.
Kelnia hits Assassin Lord for 236 fire damage.
Assassin Lord casts Shadowstep.
Assassin Lord performs a melee critical strike against Kelnia!
Assassin Lord performs a melee critical strike against Kelnia!
Kelnia is dazed!
Assassin Lord hits Kelnia for (34 flat reduction), 269 darkness, (7 flat reduction), 0 blight, (7 flat reduction), 0 cold, (24 flat reduction), 0 darkness, (6 flat reduction), 0 cold, (34 flat reduction), 165 darkness (434 total damage).
Melee retaliation hits Assassin Lord for 12 cold, 24 fire, 12 cold, 24 fire (72 total damage).
Kelnia the level 18 cornac psyshot was darkened to death by Assassin Lord on level 2 of Unknown tunnels.
A psionic shield forms around Kelnia.
Kelnia deactivates her cloak's restoration systems.



















































