











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | 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:
 Items Vault 1.7.0Donators/Buyers bonus! 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:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Normal Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Writhing One | 
| Level / Exp | 32 / 84% | 
| Size | medium | 
| Lifes / Deaths | Killed by elven corruptor at level 26 on the 28th Regrowth 123rd year of Ascendancy at 00:44/ 2 Killed by The Master at level 32 on the 31st Pyre 123rd year of Ascendancy at 16:42 | 
Primary Stats
| Strength | 58 (base 39) | 
| Dexterity | 15 (base 10) | 
| Constitution | 23 (base 23) | 
| Magic | 61 (base 46) | 
| Willpower | 42 (base 32) | 
| Cunning | 22 (base 18) | 
Resources
| Life | -219/869 | 
| Insanity | 100/100 | 
| Equilibrium | 0 | 
| Healing Factor | 1.5499022211821 | 
| Regeneration | 18.98630220948 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +41.31788189224% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 12 | 
| Lite | 4 | 
| Infravision | 5 | 
| See Stealth | 25.823515768852 | 
| See Invisible | 31.823515768852 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 135 | 
| Accuracy | 42 | 
| Crit Chance | 9% | 
| APR | 27 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 45 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 29 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +9% | 
| Blight | +9% | 
| Physical | +8% | 
| All | 0% | 
| Nature | +8% | 
Offense: Damage Penetration
| Arcane | +15% | 
Defense: Base
| Armour (hardiness) | 58 (88.568973732692%) | 
| Defense | 25 | 
| Ranged Defense | 25 | 
| Fatigue | 31 | 
| Physical Save | 41 | 
| Spell Save | 38 | 
| Mental Save | 42 | 
Defense: Resistances
| Acid | + 9%( 70%) | 
| Physical | + 11%( 70%) | 
| Cold | + 14%( 70%) | 
| All | + 3%( 70%) | 
| Darkness | + 26%( 70%) | 
| Light | + 24%( 70%) | 
| Temporal | + 20%( 70%) | 
| Lightning | + 35%( 70%) | 
| Fire | + 14%( 70%) | 
| Nature | + 13%( 70%) | 
Defense: Immunities
| Disarm Resistance | 20% | 
| Confusion Resistance | 10% | 
| Silence Resistance | 10% | 
| Stun Resistance | 72% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 10% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 367 life over 5 turns. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 167 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. | 
| Runes | Effective talent level: 1.0Rune: Reflection Shield Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 405 damage for 5 turns. Its effects scale with your Magic stat. | 
Class Talents
| Demented / Friend of the worm | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| Demented / Tentacles | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| Demented / Disfigured face | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Path of horror | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Demented / Controlled horrors | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Demented / Horrific body | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Harmony | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| Demented / Beyond sanity | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave | active | 
| You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair.Escort: injured seer (level 3 of Norgos Lair) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire.Escort: lone alchemist (level 3 of Trollmire) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara.Escort: lost sun paladin (level 1 of Daikara) As a reward you improved Strength by +5. | done | 
| You failed to protect the lost sun paladin from death by vampire lord.Escort: lost sun paladin (level 7 of Dreadfell) | failed | 
| You successfully escorted the lost tinker to the recall portal on level 8 of Dreadfell.Escort: lost tinker (level 8 of Dreadfell) As a reward you gained knowledge of tinker technology. | done | 
| You failed to protect the lost warrior from death by carrion worm mass.Escort: lost warrior (level 4 of Dreadfell) | failed | 
| You successfully escorted the repented thief to the recall portal on level 4 of Old Forest.Escort: repented thief (level 4 of Old Forest) As a reward you improved Dexterity by +5. | done | 
| You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest.Escort: worried loremaster (level 1 of Old Forest) As a reward you improved Willpower by +5. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done | 
| 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 Fortress With 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 18. | 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. * 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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done | 
| 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 Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed naga tongue. * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed vial of squid ink. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed black mamba head. * You've found the needed pouch of bone giant dust. | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active | 
| You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.The Sect of Kryl-Feijan They were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed | 
| A huge mindless and corrupted worm is heading toward Kroshkkur!The Worm That Devours It has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 5 lumberjacks have died. | done | 
| You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power.The fall of Zigur The defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided you cannot let slavers continue their dirty work and destroyed them! | 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 |  Boots of the Hunter (2 def, 12 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 27 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. | 
| Light source |  Bokudubers the brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% lightning / +1% physical Reduces incoming crit damage: 10.00% Physical save: +6 (+2 eff.) Silence immunity: +10% Light radius: +3 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  Deepstitan of the Blightspawn (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects when hit in melee: * 20% chance to reduce strength, dexterity, and constitution by 23 * 21% chance to reduce damage dealt by 17% Changes stats: +4 Cun / +1 Wil Changes resistances: +12% lightning / +10% temporal / +11% light / +11% darkness Critical mult.: +10.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Tool |  yew totem of healing [power 254]  (13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 254 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  Ring of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. | 
| On fingers |  mule's stralite ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -7% Maximum encumbrance: +32 Life regen: +9.00 Maximum life: +62.00 Healing mod.: +13% Rings make your fingers look great! | 
| Around waist |  Olezilarion the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +20 (+10 eff.) Damage when hit (Melee): 2 blight Changes resistances: +12% lightning / +7% temporal / +6% acid Changes resistances penetration: +15% arcane Spellpower on spell critical (stacks up to 3 times): +2 A belt that goes around your waist. | 
| In main hand |  stralite longsword 'Mayovea' (37-52 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 37.0 - 51.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +5.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 78 damage Damage (Melee): +7 darkness / +10 nature Damage (radius 1) on hit: +8 physical Damage (radius 2) on crit: +16 physical Damage against: +10% Living When wielded/worn: Physical save: +6 (+2 eff.) Stamina each turn: +1.00 Sharp, long, and deadly. | 
| On hands |  steady dwarven-steel gauntlets of strength (+4) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Str Physical save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
| Main armor |  impenetrable dwarven-steel plate armour of delving (0 def, 21 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +21 Fatigue: +22% Changes stats: +6 Str Changes resistances: +13% darkness / +7% physical Light radius: +1 It can be used to activate talent Track, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. | 
| Cloak |  thick linen cloak of fog (6 def, 6 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Changes resistances: +11% fire / +11% light / +11% cold Stealth bonus: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  savior's steel amulet of vision Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +10 (+3 eff.) Spell save: +11 (+4 eff.) Mental save: +13 (+4 eff.) Blindness immunity: +10% Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets make your neck look great! | 
Inventory
|  This item will automatically be transmogrified when you leave the level. healing infusion (heal 61; cd 13) 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 61 then cleanse 1 wound, poison, and disease 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 nature talent. | 
|  This item will automatically be transmogrified when you leave the level. movement infusion (speed 639%; cd 18) 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 639% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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. | 
|  Rune of Dissipation ( ) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  This item will automatically be transmogrified when you leave the level. ethereal rune of the sneak (power 22; resist 29%; move 49%; dur 5; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 29% all resistance, you move 49% faster, and you are invisible (power 22). Its effects scale with your Cunning 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 spell talent. | 
|  Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
|  clarifying steel amulet of manastreaming Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +12% mind Confusion immunity: +27% Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +28.00 Amulets make your neck look great! | 
|  stabilizing steel amulet of willpower (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +13% temporal Pinning immunity: +20% Knockback immunity: +25% Amulets make your neck look great! | 
|  starlit gold amulet of willpower (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +15% light / +15% darkness Blindness immunity: +26% Amulets make your neck look great! | 
|  steel amulet 'Emeloldawyn' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +5 Mag Changes resistances: +16% fire / +14% cold Changes damage: +6% temporal Mana each turn: +0.16 Vim when firing critical spell: +2.00 Amulets make your neck look great! | 
|  steel amulet 'Saleba' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +7% physical / +5% arcane / +12% temporal Life regen: +4.00 Stamina each turn: +0.50 Hate when firing a critical mind attack: +3.00 Mental crit. chance: +2% Amulets make your neck look great! | 
|  Elenokan the steel ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 10 acid Changes resistances: +6% temporal / +26% cold / +5% arcane / +21% fire Changes damage: +6% acid / +13% cold Rings make your fingers look great! | 
|  copper ring 'Galedeath' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 20 Damage (Melee): 9 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 20 Damage (Ranged): 8 physical Damage when hit (Melee): 4 lightning Changes stats: +2 Cun Changes resistances: +12% darkness / +24% lightning Changes damage: +3% lightning Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! | 
|  copper ring of time (+10%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% temporal Changes damage: +10% temporal Rings make your fingers look great! | 
|  gold ring of warding Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +14% acid / +10% fire / +15% lightning / +16% cold Rings make your fingers look great! | 
|  mule's gold ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +22 Blindness immunity: +28% Infravision radius: +3 See stealth: +8 See invisible: +7 Rings make your fingers look great! | 
|  savior's copper ring of nature (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Physical save: +8 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+2 eff.) Rings make your fingers look great! | 
|  solipsist's gold ring of clarity Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +4 Wil Mental save: +8 (+3 eff.) Confusion immunity: +33% Mindpower: +8 (+4 eff.) Rings make your fingers look great! | 
|  solipsist's gold ring of light (+30%) Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +4 Wil Changes resistances: +30% light Changes damage: +15% light Mindpower: +9 (+4 eff.) Rings make your fingers look great! | 
|  steel ring 'Olyrig' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +1 Physical power: +30 (+7 eff.) Defense: +10 (+5 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Wil Changes resistances: +2% physical Mental save: +8 (+3 eff.) Rings make your fingers look great! | 
|  treant's stralite ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +6% nature / +8% blight Poison immunity: +14% Disease immunity: +19% Rings make your fingers look great! | 
|  Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr) Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 50% Mag, 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. | 
|  This item will automatically be transmogrified when you leave the level. yew vilestaff (20-24 power, 4 apr, darkness element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. | 
|  Neira's Memory Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 252, based on Magic) for 10 turns Activation costs 17 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. | 
|  This item will automatically be transmogrified when you leave the level. hardened leather belt 'Sparkoozer' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +4 Dex / +10 Wil / +4 Cun Changes resistances penetration: +15% blight / +20% lightning Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +20 (+6 eff.) Mental crit. chance: +10% A belt that goes around your waist. | 
|  timebroken Rags of the Sanctuary (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +7% all Changes damage: +6% arcane / +7% temporal Maximum mana: +11.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Oakdash the pair of dwarven-steel boots (5 def, 8 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 46% Changes resistances: +2% physical Changes resistances penetration: +5% nature Life regen: +4.00 Maximum life: +60.00 Spellpower: +8 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  blood-soaked pair of hardened leather boots of void walking (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Changes resistances: +14% darkness / +19% temporal Changes resistances penetration: +12% darkness / +12% temporal Defense after a teleport: +10 Resist all after a teleport: +13% New effects duration reduction after a teleport: +20% A pair of boots made of leather. | 
|  pair of iron boots 'Ragirak' (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Mag Changes resistances: +6% fire / +6% cold Changes damage: +3% arcane Mana when firing critical spell: +2.00 Maximum vim: +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  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.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. | 
|  hardened leather gloves 'Porarewen' (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce armor by 33% Damage (Melee): 7 cold Changes resistances: +7% cold Changes damage: +6% acid / +6% cold Physical save: +6 (+2 eff.) Poison immunity: +20% Disease immunity: +10% Disarm immunity: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Berogorebers the Phlegmhunter (0 def, 7 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Damage when hit (Melee): 4 nature / 10 acid Changes resistances: +9% blight / +24% acid Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Crown of Burning Pain (13 def, 0 armour) Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +13 (+7 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 21 power out of 50/50) : Effective talent level: 2.0 Power cost: 21 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 52.20 fire and 56.38 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. | 
|  This item will automatically be transmogrified when you leave the level. hardened leather armour (9 def, 6 armour) Requires: - Strength 16 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Fatigue: +8% A suit of armour made of leather. | 
|  Borfast's Cage (10 def, 20 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+5 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+5 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. | 
|  fortifying dwarven-steel plate armour of the deep (0 def, 14 armour) Requires: - Massive armour training - Strength 35 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +14 Fatigue: +22% Changes stats: +3 Str / +3 Con Changes resistances: +7% acid / +9% cold Allows you to breathe in: water Maximum life: +60.00 A suit of armour made of metal plates. | 
|  prismatic steel plate armour of cold resistance (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +16% cold / +11% light / +12% darkness A suit of armour made of metal plates. | 
|  rejuvenating steel plate armour of Eyal (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Life regen: +3.00 Stamina each turn: +1.20 Maximum life: +43.00 Healing mod.: +13% A suit of armour made of metal plates. | 
|  10 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. | 
|  46 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. | 
|  5 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  15 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. | 
|  6 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  22 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. | 
|  3 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  15 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 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. | 
|  Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
|  Rungof's Fang Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  6 emerald 0.00 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. | 
|  15 spinel 0.00 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 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. | 
|  turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Abyssrock Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +5% fire Changes damage: +3% mind Mental save: +24 (+8 eff.) Mindpower: +5 (+2 eff.) Light radius: +3 See stealth: +6 See invisible: +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. | 
|  Imp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 8 power out of 9/9) : Effective talent level: 2.0 Power cost: 8 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 131.14 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. | 
|  Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
|  Crystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  ruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Gwai's Burninator Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 422.00 fire damage (based on Magic) Activation costs 41 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. | 
|  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 Activation costs 166 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. | 
|  It Which Writhes Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 9 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. | 
|  Murkmarrow of the Blightspawn [power 3]  (21 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 23 Changes stats: -6 Str / +6 Wil Equilibrium when hit: +0.12 Psi when hit: +0.12 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Increase all damage by 13% for 2 turns. * Reduce fatigue by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  soothing dwarven-steel torque of mindblast [power 225]  (13 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 225 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Heal for 30. Torques are made by powerful psionics to store psionic powers. | 
|  Arothra [power 55]  (17 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+2 eff.) Defense: +30 (+15 eff.) Changes stats: +3 Dex Changes damage: +12% physical Stun/Freeze immunity: +20% It can be used to harden the skin for 7 turns increasing armour by 55 and armour hardiness by 60% Activation puts all charms on cooldown for 17 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. | 
|  19 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. | 
|  Lightbringer's Wand Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+6 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 80 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 29 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. | 
|  2 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. | 
|  amber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  9 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. | 
|  10 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. | 
|  5 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
 Anti-Antimagic! (Roguelike)
			Destroyed the Ziguranth camp with your Rhaloren allies.
			Anti-Antimagic! (Roguelike)
			Destroyed the Ziguranth camp with your Rhaloren allies.By Naos the Cornac Writhing One level 28
51st Regrowth 123rd year of Ascendancy at 08:02 see stats
 Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.By Naos the Cornac Writhing One level 13
31st Dusk 122nd year of Ascendancy at 20:23 see stats
 Exterminator (Roguelike)
			Killed 1000 creatures.
			Exterminator (Roguelike)
			Killed 1000 creatures.By Naos the Cornac Writhing One level 19
65th Haze 122nd year of Ascendancy at 05:53 see stats
 Eye of the storm (Roguelike)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Roguelike)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Naos the Cornac Writhing One level 28
42nd Regrowth 123rd year of Ascendancy at 10:25 see stats
 Home sweet home (Roguelike)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Roguelike)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Naos the Cornac Writhing One level 29
62nd Regrowth 123rd year of Ascendancy at 02:49 see stats
 Is that how it feels to be an escort quest?! (Roguelike)
			Got saved from death in the Godfeaster by Malyu and managed to escape.
			Is that how it feels to be an escort quest?! (Roguelike)
			Got saved from death in the Godfeaster by Malyu and managed to escape.By Naos the Cornac Writhing One level 32
23rd Pyre 123rd year of Ascendancy at 01:31 see stats
 Level 10 (Roguelike)
			Got a character to level 10.
			Level 10 (Roguelike)
			Got a character to level 10.By Naos the Cornac Writhing One level 10
7th Mirth 122nd year of Ascendancy at 06:08 see stats
 Level 20 (Roguelike)
			Got a character to level 20.
			Level 20 (Roguelike)
			Got a character to level 20.By Naos the Cornac Writhing One level 20
65th Haze 122nd year of Ascendancy at 08:25 see stats
 Level 30 (Roguelike)
			Got a character to level 30.
			Level 30 (Roguelike)
			Got a character to level 30.By Naos the Cornac Writhing One level 30
14th Pyre 123rd year of Ascendancy at 17:14 see stats
 Rescuer of the lost (Roguelike)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Roguelike)
			Rescued the merchant from the assassin lord.By Naos the Cornac Writhing One level 19
65th Haze 122nd year of Ascendancy at 01:08 see stats
 Shasshhiy'Kaish (Roguelike)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.
			Shasshhiy'Kaish (Roguelike)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Naos the Cornac Writhing One level 20
66th Haze 122nd year of Ascendancy at 08:06 see stats
 Size is everything (Roguelike)
			Did over 1500 damage in one attack.
			Size is everything (Roguelike)
			Did over 1500 damage in one attack.By Naos the Cornac Writhing One level 29
61st Regrowth 123rd year of Ascendancy at 15:06 see stats
 Size matters (Roguelike)
			Did over 600 damage in one attack.
			Size matters (Roguelike)
			Did over 600 damage in one attack.By Naos the Cornac Writhing One level 21
66th Haze 122nd year of Ascendancy at 16:51 see stats
 Stralite Donator
			Donated at least 31 euros to Tales of Maj'Eyal.
			Stralite Donator
			Donated at least 31 euros to Tales of Maj'Eyal.By Naos the Cornac Writhing One level 28
51st Regrowth 123rd year of Ascendancy at 07:29 see stats
 That was close (Roguelike)
			Killed your target while having only 1 life left.
			That was close (Roguelike)
			Killed your target while having only 1 life left.By Naos the Cornac Writhing One level 14
23rd Haze 122nd year of Ascendancy at 11:19 see stats
 The Old Ones (Roguelike)
			Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.
			The Old Ones (Roguelike)
			Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Naos the Cornac Writhing One level 29
59th Regrowth 123rd year of Ascendancy at 15:38 see stats
 The Right thing to do (Roguelike)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Roguelike)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Naos the Cornac Writhing One level 24
6th Regrowth 123rd year of Ascendancy at 00:26 see stats
 The secret city (Roguelike)
			Discovered the truth about mages.
			The secret city (Roguelike)
			Discovered the truth about mages.By Naos the Cornac Writhing One level 13
40th Dusk 122nd year of Ascendancy at 05:11 see stats
 Thralless (Roguelike)
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless (Roguelike)
			Freed at least 30 enthralled slaves in the slavers' compound.By Naos the Cornac Writhing One level 24
5th Regrowth 123rd year of Ascendancy at 09:58 see stats
 Treasure Hoarder (Roguelike)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Roguelike)
			Amassed 3000 gold pieces.By Naos the Cornac Writhing One level 26
29th Regrowth 123rd year of Ascendancy at 14:59 see stats
 Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.
			Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.By Naos the Cornac Writhing One level 18
42nd Haze 122nd year of Ascendancy at 00:32 see stats
 Unstoppable (Roguelike)
			Returned from the dead.
			Unstoppable (Roguelike)
			Returned from the dead.By Naos the Cornac Writhing One level 26
28th Regrowth 123rd year of Ascendancy at 00:45 see stats
Log
Naos hits The Master for (56 absorbed), 0 physical, (2 absorbed), 0 darkness, (3 absorbed), 0 nature, (3 absorbed), 0 physical, (30 absorbed), 0 lightning, (53 absorbed), 0 darkness, (62 absorbed), 234 darkness (234 total damage).
Naos hits Armoured skeleton warrior for (21 absorbed), 0 lightning (0 total damage).
Naos hits Ghoul for 3 physical, 86 darkness (89 total damage).
Armoured skeleton warrior uses Shield Pummel.
Worm that walks (servant of Naos) resists the shield bash!
Lord of Skulls (warrior) uses Overpower.
Lord of Skulls (warrior) is afflicted by a crippling illness!
Lord of Skulls (warrior) hits Naos for 76 physical, 8 physical, 13 nature, 8 physical, 13 nature (120 total damage).
Armoured skeleton warrior hits Worm that walks (servant of Naos) for 61 physical, 3 acid, 28 fire, 87 physical, 3 acid, 28 fire (210 total damage).
Melee retaliation hits Lord of Skulls (warrior) for 1 blight, 1 blight, 1 blight (3 total damage).
Ghoul misses Naos.
Weakness Disease from Worm that walks (servant of Naos) hits Ghoul for 13 blight damage.
Skeleton magus uses Bone Armour.
A shield forms around skeleton magus.
The Master casts Rigor Mortis.
Character control switched to worm that walks (servant of Naos).
Armoured skeleton warrior is affected by the glimmerstone!
Carrion worm mass is affected by the glimmerstone!
The Master hits Naos for 228 cold, 181 darkness (409 total damage).
Tentacle Constriction from Naos hits The Master for 54 darkness damage.
The Master is free from the tentacle constriction.
Armoured skeleton warrior is less vulnerable.
The Master killed Naos!
Weakness Disease from Worm that walks (servant of Naos) hits Armoured skeleton warrior for (10 absorbed), 0 blight (0 total damage).
Weakness Disease from Worm that walks (servant of Naos) hits Lord of Skulls (warrior) for 8 blight damage.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 20.
Character control switched to Naos.
The Master's River of Souls hits Carrion worm mass for 109 darkness damage.
The Master's River of Souls hits Worm that walks (servant of Naos) for 78 darkness damage.
Naos the level 32 cornac writhing one was shadowed to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.
















































