












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official 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:
 Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.6.7Official 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:
 Enhanced Object Compare 1.5.0Improves the "Press  
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. | 
| Campaign | Maj'Eyal | 
| Mode | Normal Roguelike | 
| Sex | Female | 
| Race | Ghoul | 
| Class | Alchemist | 
| Level / Exp | 15 / 66% | 
| Size | medium | 
| Lifes / Deaths | Killed by war hound at level 15 on the 52nd Dusk 122nd year of Ascendancy at 18:00/ 1 | 
Primary Stats
| Strength | 27 (base 10) | 
| Dexterity | 14 (base 10) | 
| Constitution | 30 (base 14) | 
| Magic | 44 (base 41) | 
| Willpower | 14 (base 11) | 
| Cunning | 33 (base 28) | 
Resources
| Life | -10/456 | 
| Mana | 5/178 | 
| Healing Factor | 1.26 | 
| Regeneration | 5.355 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +25% | 
| Spell | 0% | 
| Global | +80% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
Offense: Mainhand
| Damage | 38 | 
| Accuracy | 8 | 
| Crit Chance | 9% | 
| APR | 3 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 39 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 26 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Damage Bonus
| Cold | 0% | 
| Acid | +22% | 
| Fire | +11% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 18.087020021213 (30%) | 
| Defense | 9 | 
| Ranged Defense | 9 | 
| Fatigue | 0 | 
| Physical Save | 32 | 
| Spell Save | 29 | 
| Mental Save | 25 | 
Defense: Resistances
| Acid | + 25%( 70%) | 
| Lightning | + 25%( 70%) | 
| Cold | + 29%( 70%) | 
| Mind | + 14%( 70%) | 
| Blight | + 19%( 70%) | 
| Physical | + 13%( 70%) | 
| Fire | + 48%( 70%) | 
| All | + 12%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Bleed Resistance | 100% | 
| Fear Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 80% | 
| Knockback Resistance | 40% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 18 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 130 damage for 5 turns. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 39 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. | 
| Runes | Effective talent level: 1.0Rune: Teleportation Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 50 with a minimum range of 15. Its effects scale with your Constitution stat. | 
Class Talents
| Spell / Advanced-golemancy | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Explosive admixtures | 1.30 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Spell / Golemancy | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Frost alchemy | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Spell / Fire alchemy | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Acid alchemy | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Spell / Stone alchemy | 1.30 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Undead / Ghoul | 1.10 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Staff combat | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Acid Infusion | 
| talent | Defensive Posture | 
| beneficial effect | The target is under the effect of the cloak of deception, making it look human.Cloak of Deception | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+4 cooldowns).Runic Saturation | 
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 | 
| You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul.Escort: repented thief (level 1 of Ruins of Kor'Pul) As a reward you improved talent Track (+1 level(s)). | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 4 lumberjacks have died. | done | 
| You have been resurrected as an undead by some dark powers.The rotting stench of the dead However, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done | 
Equipment
| On feet |  insulating pair of rough leather boots of speed (0 def, 1 armour) 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +5% fire +5% cold A pair of boots made of leather. | 
| Quiver |  137 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
| Light source |  survivor's brass lantern 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Heal.mod +11% ---------- misc Light +3 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 |  Cyrorinne (0 def, 3 armour) 3.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +3 (+2 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 0 ----- def ----- Armour +3 Fatigue +5% Resists +2% physical Spell.save +6 (+3 eff.) Max.HP +20.00 Stun/Frz- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Tool |  overpowered elm totem of healing [power 158]  (14.5/20 cooldown) 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 158 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  mule's copper ring of perseverance 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Stun/Frz- +20% ---------- misc Max.enc +20 Rings can have magical properties. | 
| On fingers |  copper ring of fire (+22%) 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings can have magical properties. | 
| Around waist |  Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. | 
| In main hand |  ash vilestaff of wizardry (15-18 power, 3 apr, acid element) 5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Dmg.mod +15% acid ---------- misc Max.mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
| On hands |  Yvaba the Charspiker (0 def, 2 armour) 1.5 T2 hands armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Melee Ret 4 fire ----- def ----- Armour +2 Fatigue +3% Resists +9% blight +3% mind Phys.save +5 (+2 eff.) Spell.save +12 (+6 eff.) Stun/Frz- +20% ---------- misc Cooldown Double Strike -1 Metal gloves protecting the hands up to the middle of the lower arm. | 
| Main armor |  mindwoven linen robe of protection  (2 def, 3 armour) 2.0 T1 cloth armor [Ego] Master/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) ----- def ----- Armour +3 Defense +2 (+2 eff.) Resists +8% all Phys.save +15 (+7 eff.) Mind.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak |  Cloak of Deception 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. | 
| Around neck |  restful steel amulet of cunning (+2) 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Cun ----- def ----- Fatigue -6% HP.reg +2.00 Amulets can have magical properties. | 
Inventory
|  Blood of Life 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." | 
|  Mirror Image Rune (dur 6; cd 24) 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  blink rune of the duelist (range 4; phase 15; cd 19) 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 23 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  manasurge rune of the duelist (regen 700% over 10 turns; mana 35; cd 15) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 700% for 10 turns (35 total) and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Hyromigund 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag ----- def ----- Resists +3% blight +3% cold Phys.save +6 (+3 eff.) Cut- +10% Amulets can have magical properties. | 
|  grounding steel amulet of dexterity (+2) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +12% lightning Stun/Frz- +20% Amulets can have magical properties. | 
|  insulating copper amulet of murder 0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +11.00% Acc +5 (+5 eff.) Apr +11 ----- def ----- Resists +11% fire +11% cold Amulets can have magical properties. | 
|  insulating steel amulet of cunning (+3) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% fire +13% cold Amulets can have magical properties. | 
|  stabilizing steel amulet of strength (+2) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +16% temporal Pinning- +22% Knockbk- +24% Amulets can have magical properties. | 
|  copper ring of fire (+22%) 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings can have magical properties. | 
|  copper ring of frost (+22%) 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings can have magical properties. | 
|  marksman's steel ring of power 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +5 (+3 eff.) Acc +4 (+4 eff.) Rings can have magical properties. | 
|  psionicist's copper ring 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings can have magical properties. | 
|  savior's copper ring of corrosion (+20%) 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Rings can have magical properties. | 
|  steel battleaxe of massacre (30.5-45.75 power, 2 apr) 3.0 T2 battleaxe 2H weapon [Ego] Master Power 30.5 - 45.8 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. | 
|  steel dagger (11-14.3 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Normal] Power 11.0 - 14.3 Physical Uses 45% Str, 45% Dex Acc+ +0.2% crit / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. | 
|  voratun greatsword 'Earelendil' (63-100.8 power, 4 apr) 3.0 T5 greatsword 2H weapon Reqs Str 48 [Random Unique] Master Power 63.0 - 100.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +12 mind On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +30.0% Crit.mult +16.00% Phys.pwr +9 (+3 eff.) Acc +9 (+8 eff.) Apr +17 On Hit (Melee): * 20% chance to slow global speed by 0% ----- def ----- Defense +17 (+14 eff.) Resists +3% blight +3% light Disarm- +44% Massive two-handed swords. | 
|  earthen elm magestaff of power (10-12 power, 2 apr, cold element) 5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +8 (+3 eff.) Dmg.mod +10% cold ----- def ----- Armour +2 Hardiness +3% Phys.save +2 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  potent ash magestaff (18-21.6 power, 3 apr, fire element) 5.0 T2 staff 2H weapon [Ego] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Dmg.mod +18% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  shimmering ash magestaff of warding (15-18 power, 3 apr, fire element) 5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ----- def ----- Armour +5 Defense +4 (+4 eff.) ---------- misc Mana/turn +0.17 Max.mana +30.00 Wards +2 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  rough leather belt of life 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.70 Heal.mod +11% A belt that goes around your waist. | 
|  linen cloak of Iron Throne (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. | 
|  Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. | 
|  radiant dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) 1.5 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 5 light Dmg.mod +3% arcane +3% light ----- def ----- Armour +2 Fatigue +3% Resists +6% light Metal gloves protecting the hands up to the middle of the lower arm. | 
|  radiant dwarven-steel gauntlets of strength (+2) (0 def, 2 armour) 1.5 T2 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 5 light Dmg.mod +5% light ----- def ----- Armour +2 Fatigue +3% Resists +7% light Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Eremymandur the iron helm (0 def, 3 armour) 3.0 T1 head armor [Rare] Master While equipped: Stats +1 Mag ----- def ----- Armour +3 Fatigue +5% Resists +3% lightning Phys.save +11 (+5 eff.) Mind.save +3 (+2 eff.) HP.reg +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Glegann the linen wizard hat (1 def, 4 armour) 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +4 Defense +1 (+1 eff.) Resists +19% lightning +3% cold +3% nature Blind- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A pointy cloth hat, very wizardly... | 
|  iron helm of strength (+3) (0 def, 3 armour) 3.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  linen wizard hat of lightning (+16%) (1 def, 0 armour) 2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning A pointy cloth hat, very wizardly... | 
|  miner's rough leather cap of constitution (+3) (0 def, 2 armour) 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. | 
|  prismatic rough leather cap of strength (+3) (0 def, 1 armour) 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +11% light +11% darkness A cap made of leather. | 
|  windwalling iron shield of shrapnel (0 def, 2 armour, 17 block) 7.0 T1 shield armor [Ego++] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Armour +2 Fatigue +8% Resists +11% physical Proj.slow +12% ---------- misc Talents +1 Block Handheld deflection devices. | 
|  8 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  6 aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  7 opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  6 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Singebiter (dig speed 39 turns) 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +3% fire Res.pen +5% mind +20% acid Melee Ret 10 mind 6 acid ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  woodsman's iron pickaxe (dig speed 36 turns) 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  26 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Planar Beacon 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 99.90 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 99.90 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. | 
|  Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +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. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. | 
|  evasive steel torque of mindblast [power 165]  (14.5/15 cooldown) 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  iron torque of gale force 'Torchspawn' [power 110]  (14.5/15 cooldown) 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% fire Melee Ret 4 arcane ----- def ----- Resists +5% arcane +3% fire Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 110 physical damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. | 
|  iron torque of psionic shield [power 23]  (14.5/25 cooldown) 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  powerful elm totem of summon tentacle [power 95]  (14.5/25 cooldown) 2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 100 Armor: 1 All Resist: 4 Puts all charms on 25 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  7 amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  22 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  28 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  35 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.By Podre2 the Ghoul Alchemist level 9
5th Flare 122nd year of Ascendancy at 14:12 see stats
 Level 10 (Roguelike)
			Got a character to level 10.
			Level 10 (Roguelike)
			Got a character to level 10.By Podre2 the Ghoul Alchemist level 10
12nd Dusk 122nd year of Ascendancy at 16:36 see stats
 The Arena (Roguelike)
			Unlocked Arena mode.
			The Arena (Roguelike)
			Unlocked Arena mode.By Podre2 the Ghoul Alchemist level 9
10th Flare 122nd year of Ascendancy at 20:27 see stats
 The secret city (Roguelike)
			Discovered the truth about mages.
			The secret city (Roguelike)
			Discovered the truth about mages.By Podre2 the Ghoul Alchemist level 11
23rd Dusk 122nd year of Ascendancy at 17:22 see stats
Log
Drem hits Podre2 for 29 physical, 11 lightning (41 total damage).
Melee retaliation hits Drem for 3 fire damage.
Melee retaliation hits Xeryda the drem master for 3 fire, 3 fire (8 total damage).
Xeryda the drem master hits Podre2 for 30 nature, 2 lightning, 29 mind, 2 lightning (65 total damage).
Xeryda the drem master's skin returns to normal.
Drem hits Podre2 for 24 physical damage.
Melee retaliation hits Drem for 3 fire damage.
Podre2 casts Throw Bomb.
War hound resists!
Podre2 hits Drem for 102 acid damage.
Podre2 hits War hound for 102 acid damage.
Podre2 hits Ritch flamespitter for 102 acid damage.
Podre2 hits Xeryda the drem master for 64 acid damage.
Xeryda the drem master performs a melee critical strike against Podre2!
Podre2 killed Drem!
Podre2 killed Ritch flamespitter!
Melee retaliation hits Xeryda the drem master for 3 fire, 3 fire (8 total damage).
Xeryda the drem master hits Podre2 for 27 nature, 2 lightning, 40 mind, 2 lightning (73 total damage).
Talent Flash Freeze is ready to use.
Melee retaliation hits Xeryda the drem master for 3 fire, 3 fire (8 total damage).
Xeryda the drem master hits Podre2 for 28 nature, 2 lightning, 28 mind, 2 lightning (62 total damage).
Podre2 casts Channel Staff.
War hound hits Podre2 for 54 physical damage.
Melee retaliation hits War hound for 4 fire damage.
Podre2 the level 15 ghoul alchemist was bled to death by a war hound on level 4 of The Maze.
Podre2 deactivates Defensive Posture.
Podre2 deactivates Acid Infusion.










































