










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 | 
| 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 Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Archer | 
| Level / Exp | 18 / 68% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded  / 0 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 18 (base 13) | 
| Dexterity | 60 (base 46) | 
| Constitution | 10 (base 10) | 
| Magic | 10 (base 10) | 
| Willpower | 22 (base 12) | 
| Cunning | 46 (base 32) | 
Resources
| Life | 426/426 | 
| Stamina | 129/186 | 
| Healing Factor | 1.3 | 
| Regeneration | 0.325 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
Offense: Mainhand
| Damage | 63 | 
| Accuracy | 64 | 
| Crit Chance | 17% | 
| APR | 14 | 
| Speed | 0.80 | 
Offense: Spell
| Spellpower | 5 | 
| Crit Chance | 13% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 33 | 
| Crit Chance | 13% | 
| Speed | 1 | 
Offense: Damage Bonus
| Physical | +21% | 
| Darkness | +3% | 
| Nature | +5% | 
Offense: Damage Penetration
| Physical | +25% | 
| Lightning | +15% | 
| Light | +10% | 
| Darkness | +10% | 
Defense: Base
| Armour (hardiness) | 16 (57.811550151976%) | 
| Defense | 42 | 
| Ranged Defense | 42 | 
| Fatigue | 0 | 
| Physical Save | 11 | 
| Spell Save | 15 | 
| Mental Save | 22 | 
Defense: Resistances
| Lightning | + 29%( 70%) | 
| Temporal | + 6%( 70%) | 
| Blight | + 19%( 70%) | 
| Nature | + 30%( 70%) | 
| Cold | + 31%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Pinning Resistance | 43% | 
| Instadeath Resistance | 100% | 
| Disarm Resistance | 47% | 
| Poison Resistance | 20% | 
| Knockback Resistance | 42% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 or mental effect and reduce all damage taken by 13% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 405 life over 5 turns. Its effects scale with your Dexterity stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 637% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat.  | 
Class Talents
| Technique / Archery prowess | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 4/5 | 
  | 2/5 | 
| Technique / Combat techniques | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Sniper | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Cunning / Trapping | 1.20 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat veteran | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Archery training | 1.53 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Reflexes | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Marksmanship | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
Generic Talents
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 3/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Antimagic | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Mobility | 1.20 | 
  | 2/5 | 
  | 2/5 | 
  | 5/5 | 
  | 4/5 | 
Effects
| talent | Trained Reactions | 
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant.  | active | 
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +2.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +2.  | done | 
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Dexterity by +2.  | done | 
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 1.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold.  | active | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed length of troll intestine. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed black mamba head. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...'  | active | 
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died.  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  pair of rough leather boots 'Xaldawen' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 12 physical Changes stats: +2 Str / +2 Dex / +3 Cun Changes damage: +9% physical Maximum stamina: +15.00 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.6 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 179% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather.  | 
| Quiver |  Hornet Stingers (20/20, 18-25.2 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows.  | 
| Light source |  Noonminister the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +4 Changes resistances penetration: +10% light / +5% physical Maximum life: +40.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
| On head |  Relgikan the rough leather cap (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str Changes resistances: +6% lightning / +6% temporal Changes damage: +12% physical Spell save: +3 (+3 eff.) Only die when reaching: -60.00 life A cap made of leather.  | 
| Tool |  supercharged yew totem of cure ailments [power 3]  (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 3 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers |  copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +23% Pinning immunity: +23% Knockback immunity: +20% Maximum life: +23.00 Rings can have magical properties.  | 
| On fingers |  mule's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Disarm immunity: +24% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +24.00 Rings can have magical properties.  | 
| Around waist |  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.  | 
| In main hand |  mage-hunter's yew longbow of dexterity (+6)Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Effects on ranged hit: * 8 arcane resource burn Changes stats: +6 Dex / +3 Wil / +5 Cun Changes resistances penetration: +20% physical Talent mastery: +0.30 Wild-gift / Antimagic Mindpower: +12 (+6 eff.) Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault.  | 
| On hands |  Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid.  | 
| Main armor |  cured leather armour of lightning resistance (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +17% lightning A suit of armour made of leather.  | 
| Cloak |  linen cloak 'Airglamour' (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +6% lightning / +11% cold Changes resistances penetration: +15% lightning / +10% darkness Changes damage: +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  serendipitous gold amulet of mastery (0.23 Technique / Archery training)Requires: - Level 15 Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+3 eff.) Changes stats: +7 Lck Talent mastery: +0.23 Technique / Archery training Reduce all damage from unseen attackers: 12% Amulets can have magical properties. This item has been sent to the Item's Vault.  | 
Inventory
 MalederimInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +4 Changes stats: +5 Str / +2 Wil Maximum life: +50.00 Light radius: +2 Healing mod.: +20% Amulets can have magical properties.  | 
 starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +12% darkness Blindness immunity: +24% Amulets can have magical properties.  | 
 gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Defense: +9 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties.  | 
 savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+6 eff.) Spell save: +7 (+6 eff.) Mental save: +7 (+4 eff.) Rings can have magical properties.  | 
 steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties.  | 
 warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties.  | 
 Hurysandil the yew longbowRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes stats: +2 Cun Changes resistances: +3% mind Changes resistances penetration: +21% physical Changes damage: +17% physical Critical mult.: +10.00% Mental save: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Longbows are used to shoot arrows at your foes.  | 
 rough leather slingRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Slings are used to hurl stones or metal shots at your foes.  | 
 grounding rough leather belt of transcendenceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% temporal Physical save: +5 (+5 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist.  | 
 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: +20 Physical save: +5 (+5 eff.) Stamina each turn: +0.40 Maximum stamina: +12.00 A pair of boots made of leather.  | 
 Sunnigh (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +4 Physical crit. chance: +2.0% Defense: +1 (+1 eff.) Changes resistances: +6% fire Life regen: +0.80 Equilibrium when hit: +0.90 Psi when hit: +0.80 Hate when hit: +0.90 Maximum life: +20.00 Healing mod.: +5% A pointy cloth hat, very wizardly...  | 
 hardened leather armour 'Aerichak' (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 11 physical Changes resistances: +6% acid / +9% fire Physical save: +30 (+19 eff.) Stun/Freeze immunity: +15% Only die when reaching: -60.00 life A suit of armour made of leather.  | 
 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.  | 
 5 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 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.  | 
 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 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: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Rod of Recall (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 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.  | 
 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 4 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 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.  | 
 6 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
			Antimagic! (Roguelike)
			Completed antimagic training in the Ziguranth camp.By Mark Of Day the Cornac Archer level 18
10th Pyre 123rd year of Ascendancy at 21:21 see stats
			Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.By Mark Of Day the Cornac Archer level 15
71st Dusk 122nd year of Ascendancy at 12:06 see stats
			Home sweet home (Roguelike)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mark Of Day the Cornac Archer level 18
78th Regrowth 123rd year of Ascendancy at 09:15 see stats
			Level 10 (Roguelike)
			Got a character to level 10.By Mark Of Day the Cornac Archer level 10
10th Mirth 122nd year of Ascendancy at 02:32 see stats
			Poisonous (Roguelike)
			Sided with the assassin lord.By Mark Of Day the Cornac Archer level 15
6th Haze 122nd year of Ascendancy at 22:59 see stats
			The Arena (Roguelike)
			Unlocked Arena mode.By Mark Of Day the Cornac Archer level 11
3rd Summertide 122nd year of Ascendancy at 10:07 see stats
			The secret city (Roguelike)
			Discovered the truth about mages.By Mark Of Day the Cornac Archer level 11
34th Dusk 122nd year of Ascendancy at 02:32 see stats
Log
Saving game...
You transfer Bokovon the Undeathmistress (24/24, 46-64.4 power, 14 apr) from the online item's vault.
Saving done.
Mark Of Day switches his weapons to: unarmed.
You require ammo to use this talent.
Mark Of Day deactivates Aim.
Today is the 14th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:41.
Mark Of Day wears: Bokovon the Undeathmistress (24/24, 46-64.4 power, 14 apr).
Mark Of Day wears: mage-hunter's ash longbow of dampening.
Mark Of Day switches his weapons to: mage-hunter's yew longbow of dexterity (+6)
Hornet Stingers.
Mark Of Day deactivates Trained Reactions.



















































































