
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 | 
| Addons | Ashes of Urh'Rok 1.2.4Official 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:
 Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Shadowblade | 
| Level / Exp | 17 / 82% | 
| Size | medium | 
| Lifes / Deaths | Killed by Salyrana the ghoulking at level 17 on the 11st Haze 122nd year of Ascendancy at 19:02  / 1 | 
Primary Stats
| Strength | 9 (base 10) | 
| Dexterity | 25 (base 32) | 
| Constitution | 11 (base 10) | 
| Magic | 25 (base 20) | 
| Willpower | 15 (base 10) | 
| Cunning | 36 (base 32) | 
Resources
| Life | -12/369 | 
| Mana | 172/221 | 
| Stamina | 52/110 | 
| Healing Factor | 1.1 | 
| Regeneration | 0.495 | 
Speed
| Mental | +13.730253703435% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | +13.730253703435% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| Infravision | 5 | 
| See Invisible | 3 | 
Offense: Mainhand
| Damage | 46 | 
| Accuracy | 46 | 
| Crit Chance | 25% | 
| APR | 19 | 
| Speed | 0.88 | 
Offense: Offhand
| Damage | 27 | 
| Accuracy | 46 | 
| Crit Chance | 18% | 
| APR | 15 | 
| Speed | 0.88 | 
Offense: Spell
| Spellpower | 26.434037581188 | 
| Crit Chance | 9% | 
| Speed | 0.87927351556571 | 
Offense: Mind
| Mindpower | 27.45 | 
| Crit Chance | 14% | 
| Speed | 1 | 
Offense: Damage Bonus
| All | 0% | 
Defense: Base
| Armour (hardiness) | 35 (60%) | 
| Defense | 37.732186113703 | 
| Ranged Defense | 40.488124075802 | 
| Fatigue | 0 | 
| Physical Save | 29 | 
| Spell Save | 22 | 
| Mental Save | 17.85 | 
Defense: Resistances
| All | 0%( 70%) | 
Defense: Immunities
| Pinning Resistance | 21% | 
| Disarm Resistance | 27% | 
| Knockback Resistance | 26% | 
| Silence Resistance | 5% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 5% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 112 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 25 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 172 damage for 3 turns. Its effects scale with your Cunning stat.  | 
Class Talents
| Cunning / Shadow magic | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
| Technique / Combat techniques | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Ambush | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Dual techniques | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Phantasm | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Dual weapons | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Temporal | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Lethality | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.10 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Spell / Conveyance | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.20 | 
  | 0/5 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
  | 5/5 | 
Effects
| talent | Shadow Feed | 
| talent | Chant of Fortress | 
| talent | Shadow Combat | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation | 
| detrimental effect | The target is infected by a disease, reducing its strength by 5 and doing 25.33 blight damage per turn. Weakness Disease | 
| beneficial effect | Parrying melee attacks: Has a 0% chance to deflect up to 0 damage from the next 1.0 attack(s). Parrying | 
| detrimental effect | The target is infected by a disease, reducing its dexterity by 7 and doing 28.67 blight damage per turn. Decrepitude Disease | 
| detrimental effect | The target is infected by a disease, reducing its constitution by 5 and doing 32.67 blight damage per turn. Rotting Disease | 
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 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Vision (+1 level(s)).  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)).  | done | 
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +2.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 cityWhen you entered you were greeted by an army of air elementals slaughtering the population.  | active | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.'  | 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 | 
Equipment
| On feet | traveler's pair of iron boots of tirelessness (0 def, 3 armour) traveler's pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +20 Physical save: +6 (+3 eff.) Stamina each turn: +0.40 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (60 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
| On head | rough leather cap of strength (+3) (0 def, 1 armour) rough leather cap of strength (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str A cap made of leather.  | 
| On hands | Lisobeth the iron gauntlets (2 def, 7 armour) Lisobeth the iron gauntlets (2 def, 7 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Damage (Melee): 6 physical Changes resistances: +6% blight Changes damage: +3% acid / +4% physical Blindness immunity: +5% Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Tool | Adaldann [power 2]  (1/9 cooldown) Adaldann [power 2]  (1/9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Silence immunity: +5% Life regen: +0.20 It can be used to remove up to 2 poisons or diseases from a target within range 6 (Willpower), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers | Alelach the Blazeslicer Alelach the BlazeslicerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +9 Defense: +12 (+5 eff.) Effects on melee hit: * 30% chance to blind Light radius: +1 Infravision radius: +3 See invisible: +3 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties.  | 
| On fingers | copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +21.00 Rings can have magical properties.  | 
| Around neck | steel amulet 'Nightzephyr' steel amulet 'Nightzephyr'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +10% fire / +3% darkness / +15% cold Infravision radius: +1 Amulets can have magical properties.  | 
| In main hand | Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle.  | 
| Around waist | Suntouch the hardened leather belt Suntouch the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +9 Defense: +7 (+3 eff.) Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 8 light Changes damage: +3% light Physical save: +15 (+8 eff.) Light radius: +3 A belt that goes around your waist.  | 
| In off hand | Turiregolar the steel dagger (12-15.6 power, 6 apr) Turiregolar the steel dagger (12-15.6 power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Cun, 45% Dex Damage type: Blight Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom Damage (Melee): +7 mind When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +2 Cun / +1 Wil Changes resistances: +3% blight Disease immunity: +10% Disarm immunity: +5% Knockback immunity: +5% Sharp, short and deadly.  | 
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (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 Str / +1 Con Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal.  | 
Inventory
healing infusion (heal 50) 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: 15 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 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.  | 
shielding rune of the titan (absorb 83 for 3 turns) shielding rune of the titan (absorb 83 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: 17 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 83 damage for 3 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
Mayylrada MayylradaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Dex Changes damage: +18% mind Amulets can have magical properties.  | 
steel amulet 'Bregarorig' steel amulet 'Bregarorig'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Wil Changes resistances: +10% lightning Grants telepathy: Humanoid/Orc Stun/Freeze immunity: +25% Amulets can have magical properties.  | 
Arymina AryminaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +2% Damage Shield penetration: +10% Rings can have magical properties.  | 
Hanikalthodor the steel ring Hanikalthodor the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +6% acid / +3% fire / +3% light Changes resistances penetration: +10% acid Physical save: +8 (+4 eff.) Rings can have magical properties.  | 
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties.  | 
copper ring of lightning (+22%) copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties.  | 
marksman's steel ring of corrosion (+22%) marksman's steel ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties.  | 
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Rings can have magical properties.  | 
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties.  | 
steel ring 'Shineworm' steel ring 'Shineworm'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances penetration: +10% arcane Physical save: +6 (+3 eff.) Mana when firing critical spell: +1.00 Maximum mana: +20.00 Spell crit. chance: +2% Rings can have magical properties.  | 
titan's steel ring titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings can have magical properties.  | 
treant's steel ring treant's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +7% nature / +7% blight Poison immunity: +14% Disease immunity: +12% Rings can have magical properties.  | 
Morningimmortal the steel dagger (11.5-14.95 power, 6 apr) Morningimmortal the steel dagger (11.5-14.95 power, 6 apr)Requires: - Dexterity 16 Infused by nature 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 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 temporal / +6 nature / +4 mind When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances penetration: +5% mind Sharp, short and deadly.  | 
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments.  | 
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers.  | 
Goridil the pair of rough leather boots (0 def, 1 armour) Goridil the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Dex / +1 Mag / +6 Lck Grants telepathy: Demon/Minor Demon/Major Stealth bonus: +5 Spell save: +3 (+2 eff.) See invisible: +3 A pair of boots made of leather.  | 
Jet's kiss the pair of rough leather boots (11 def, 1 armour) Jet's kiss the pair of rough leather boots (11 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 (+4 eff.) Fatigue: +1% Effects on melee hit: * 20% chance to disease Changes resistances: +3% darkness It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 3.3 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 27% chance to completely evade them and granting you 17 defense for 6 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather.  | 
cinder hardened leather gloves of strength (+3) (0 def, 2 armour) cinder hardened leather gloves of strength (+3) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +2 Damage (Melee): 5 fire Changes stats: +3 Str Changes resistances: +6% fire Changes damage: +5% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
storm iron gauntlets of magic (+3) (0 def, 1 armour) storm iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 lightning Changes stats: +3 Mag Changes resistances: +6% lightning Changes damage: +4% arcane / +3% lightning Metal gloves protecting the hands up to the middle of the lower arm.  | 
This item will automatically be transmogrified when you leave the level. Haniralen the hardened leather cap (6 def, 9 armour)Haniralen the hardened leather cap (6 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+3 eff.) Fatigue: +3% Changes stats: +2 Cun Changes resistances: +6% mind / +4% all Changes resistances penetration: +5% mind Physical save: +8 (+4 eff.) A cap made of leather.  | 
rough leather cap 'Zerizor' (0 def, 1 armour) rough leather cap 'Zerizor' (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): 4 acid Changes stats: +3 Dex Changes damage: +6% acid Grants telepathy: Dragon A cap made of leather.  | 
Silyma the cured leather armour (2 def, 10 armour) Silyma the cured leather armour (2 def, 10 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +7% Damage (Melee): 6 fire Damage (Ranged): 6 fire Damage when hit (Melee): 6 light / 4 blight Changes stats: +2 Cun / +4 Wil Changes resistances: +12% blight / +32% fire / +11% darkness / +13% physical Light radius: +1 A suit of armour made of leather.  | 
5 agate 5 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.  | 
287 alchemist agate 287 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
2 aquamarine 2 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.  | 
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
Aircut the iron pickaxe (dig speed 29 turns) Aircut the iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 4 lightning Changes stats: +1 Str / +5 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
Durimnir the Loambait (dig speed 31 turns) Durimnir the Loambait (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Str / +2 Dex Changes resistances: +3% nature Changes resistances penetration: +5% nature Changes damage: +6% darkness Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected.  | 
Rod of Recall (2/2) 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 178 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
volcanic yew wand of conjuration [power 205]  (1/9 cooldown) volcanic yew wand of conjuration [power 205]  (1/9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +2 Volcano It can be used to fire a bolt of a random element (dam 102-205), putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
warded yew wand of clairvoyance [power 11]  (1/6 cooldown) warded yew wand of clairvoyance [power 11]  (1/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Talent granted: +1 Ward It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 11), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
2 ametrine 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.  | 
6 citrine 6 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.  | 
zircon 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
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Mordor the Cornac Shadowblade level 10
3rd Flare 122nd year of Ascendancy at 06:16 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Mordor the Cornac Shadowblade level 13
9th Dusk 122nd year of Ascendancy at 23:33 see stats
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Mordor the Cornac Shadowblade level 13
7th Dusk 122nd year of Ascendancy at 16:58 see stats
Log
The fabric of time around Mordor returns to normal.
Decrepitude Disease from Salyrana the ghoulking hits Mordor for 22 blight damage.
Weakness Disease from Salyrana the ghoulking hits Mordor for 19 blight damage.
Rotting Disease from Salyrana the ghoulking hits Mordor for 25 blight damage.
Ran for 2 turns (stop reason: taken damage).
Mordor recovers sight.
Decrepitude Disease from Salyrana the ghoulking hits Mordor for 22 blight damage.
Weakness Disease from Salyrana the ghoulking hits Mordor for 19 blight damage.
Rotting Disease from Salyrana the ghoulking hits Mordor for 25 blight damage.
Mordor casts Teleport.
Xanodariathra the skeleton mage uses Perfect Strike.
Xanodariathra the skeleton mage aims carefully.
Mordor casts Phase Door.
Select a target to teleport...
Select a teleport location...
Decrepitude Disease from Salyrana the ghoulking hits Mordor for 19 blight damage.
Weakness Disease from Salyrana the ghoulking hits Mordor for 17 blight damage.
Rotting Disease from Salyrana the ghoulking hits Mordor for 22 blight damage.
Xanodariathra the skeleton mage casts Path of the Sun.
Mordor wears (replacing warded yew wand of clairvoyance [power 11]  (2/6 cooldown)): Adaldann [power 2]  (9 cooldown).
Talent Dual Strike is ready to use.
Decrepitude Disease from Salyrana the ghoulking hits Mordor for 19 blight damage.
Weakness Disease from Salyrana the ghoulking hits Mordor for 17 blight damage.
Rotting Disease from Salyrana the ghoulking hits Mordor for 22 blight damage.
Saving game...
