











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds 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 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 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 1.7.0Official 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 | Male | 
| Race | Thalore | 
| Class | Rogue | 
| Level / Exp | 16 / 43% | 
| Size | medium | 
| Lifes / Deaths | Killed by Dagalin at level 16 on the 77th Dusk 122nd year of Ascendancy at 07:11/ 2 Killed by Dagalin at level 16 on the 77th Dusk 122nd year of Ascendancy at 07:48 | 
Primary Stats
| Strength | 13 (base 11) | 
| Dexterity | 41 (base 29) | 
| Constitution | 34 (base 18) | 
| Magic | 8 (base 10) | 
| Willpower | 22 (base 10) | 
| Cunning | 49 (base 36) | 
Resources
| Life | -152/391 | 
| Stamina | 185/185 | 
| Equilibrium | 0 | 
| Healing Factor | 1.535336564623 | 
| Regeneration | 33.007801965169 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +22.5% | 
| Spell | 0% | 
| Global | +102% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| Infravision | 5 | 
| See Stealth | 37.316321645086 | 
| See Invisible | 43.316321645086 | 
Offense: Mainhand
| Damage | 13 | 
| Accuracy | 30 | 
| Crit Chance | 20% | 
| APR | 26 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 12 | 
| Accuracy | 30 | 
| Crit Chance | 18% | 
| APR | 26 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 9.5 | 
| Crit Chance | 12% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 39 | 
| Crit Chance | 18% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +21% | 
| Fire | +4% | 
| Nature | +5% | 
| Physical | +5% | 
| Cold | +13% | 
| All | 0% | 
Offense: Damage Penetration
| Acid | +15% | 
| Fire | +6% | 
| Cold | +10% | 
Defense: Base
| Armour (hardiness) | 29 (54.007671158813%) | 
| Defense | 42 | 
| Ranged Defense | 44 | 
| Fatigue | 0 | 
| Physical Save | 27 | 
| Spell Save | 29 | 
| Mental Save | 22 | 
Defense: Resistances
| Physical | + 11%( 70%) | 
| Acid | + 5%( 70%) | 
| Nature | + 32%( 70%) | 
| Lightning | + 47%( 70%) | 
| Cold | + 5%( 70%) | 
| Arcane | + 28%( 70%) | 
| Fire | + 2%( 70%) | 
| All | + 4%( 70%) | 
Defense: Immunities
| Stun Resistance | 55% | 
| Instadeath Resistance | 100% | 
| Disarm Resistance | 20% | 
| Pinning Resistance | 23% | 
| Poison Resistance | 30% | 
| Knockback Resistance | 26% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 523% 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. Its effects scale with your Constitution stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 129 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Dexterity stat. | 
Class Talents
| Cunning / Stealth | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Duelist | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Trapping | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Throwing knives | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cunning / Dirty fighting | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Dual techniques | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Poisons | 1.30 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| Race / Thalore | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Mobility | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cunning / Lethality | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 18.2 and stamina regeneration by 5.9.Soothing Darkness | 
| beneficial effect | The target's critical strike damage bonus is increased by 18%.Shadowstrike | 
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 talent Earth's Eyes (+1 level(s)). | done | 
| You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire.Escort: lone alchemist (level 2 of Trollmire) As a reward you improved Dexterity by +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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad.Madness of the Ages On the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done | 
| 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 precision. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * You've found the needed giant spider spinneret. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed skeleton mage skull. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 | 
Equipment
| On feet |  The Black Boots (2 def, 1 armour) 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." | 
| Light source |  Planar Beacon 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 18 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 45.52 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 45.52 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. | 
| On head |  Quasit's Skull (0 def, 12 armour) 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. | 
| On hands |  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. | 
| Tool |  dwarven-steel torque of clear mind [power 2]  (18 cooldown) 2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  steel ring 'Glunor' 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Wil +4 Con dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Crit.dmg- 5.00% Spell.save +11 (+6 eff.) Max.HP +27.00 Disarm- +20% Pinning- +23% Knockbk- +26% ---------- misc Max.stam +10.00 See.Invis +6 Rings make your fingers look great! | 
| On fingers |  Wheel of Fate 0.1 T1 ring jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +21% lightning Res.pen +15% acid Acc +7 (+2 eff.) Apr +8 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 0 ----- def ----- Defense +8 (+3 eff.) Resists +42% lightning Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? | 
| Around neck |  wanderer's steel amulet 0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! | 
| In main hand |  Eye of Winter (8-8 power, 18 apr, cold damage) 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. | 
| Around waist |  rough leather belt 'Rimenigh' 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% cold ----- def ----- Phys.save +7 (+4 eff.) Heal.mod +15% Poison- +10% A belt that goes around your waist. | 
| In off hand |  wyrm's vined mindstar of flames (5-6 power, 18 apr, mind damage) 3.0 T2 mindstar 1H weapon [Ego++] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) All.spd +2% Melee+ 2 lightning 2 physical 8 fire 3 acid 2 cold Dmg.mod +4% fire Res.pen +6% fire ----- def ----- Resists +3% lightning +3% physical +2% cold +8% fire +2% acid ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| Cloak |  Wrap of Stone (0 def, 0 armour) 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.2 Pwr.cost 43 out of 50/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 2 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 40.18 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. | 
| Main armor |  Nature's Blessing (8 def, 6 armour) 9.0 T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+3 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. | 
Inventory
|  movement infusion of the duelist (speed 603%; cd 11) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 603% 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. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions | 
|  Feathersteel Amulet 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. | 
|  copper amulet of strength (+3) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! | 
|  insulating steel amulet of willpower (+3) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +12% fire +11% cold Amulets make your neck look great! | 
|  stabilizing copper amulet of cunning (+2) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% temporal Pinning- +21% Knockbk- +20% Amulets make your neck look great! | 
|  starlit steel amulet of willpower (+2) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +10% light +10% darkness Blind- +20% Amulets make your neck look great! | 
|  copper ring of light (+20%) 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings make your fingers look great! | 
|  gladiator's copper ring of luminosity 0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Str +1 Mag +4 Con dps ---------- Phys.pwr +5 (+3 eff.) Melee+ 13 light Ranged+ 12 light Dmg.mod +10% light Rings make your fingers look great! | 
|  mule's steel ring of lightning (+20%) 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Fatigue -4% Resists +20% lightning ---------- misc Max.enc +22 Rings make your fingers look great! | 
|  psionicist's copper ring of perseverance 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! | 
|  rogue's steel ring of corrosion (+22%) 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% acid ----- def ----- Defense +6 (+2 eff.) Resists +22% acid Rings make your fingers look great! | 
|  rogue's steel ring of power 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! | 
|  steel ring of luminosity 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 10 light Ranged+ 13 light Dmg.mod +10% light Rings make your fingers look great! | 
|  titan's copper ring of fire (+20%) 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +6 (+3 eff.) Rings make your fingers look great! | 
|  wizard's copper ring of darkness (+20%) 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Spell.save +4 (+2 eff.) Rings make your fingers look great! | 
|  iron battleaxe of dampening (15-22 power, 1 apr) 3.0 T1 battleaxe 2H weapon [Ego] Disrupt Power 15.0 - 22.5 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% While equipped: ----- def ----- Resists +10% acid +12% lightning +12% fire +10% cold +5% all Spell.save +9 (+5 eff.) Massive two-handed battleaxes. | 
|  balanced steel dagger of erosion (14-18 power, 6 apr) 1.0 T2 dagger 1H weapon [Ego] Nature/Master Power 14.0 - 18.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +20% Sharp, short and deadly. | 
|  creative mossy mindstar of life (2-2 power, 12 apr, nature damage) 3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Crit.mult +7.00% Mind.pwr +2 (+1 eff.) ----- def ----- Max.HP +12.00 HP.reg +0.60 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  Jaw of Rogroth 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 18 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. | 
|  linen cloak of Iron Throne (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 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. | 
|  Silk Current (12 def, 0 armour) 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. | 
|  restful rough leather gloves of dexterity (+2) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +13 (+4 eff.) ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Cloud Caller (0 def, 0 armour) 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 11 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 41.71 to 125.14 lightning damage (83.43 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. | 
|  Darkquell the iron helm (0 def, 3 armour) 3.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex +4 Mag +3 Cun ----- def ----- Armour +3 Fatigue +5% Resists +3% darkness ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  grounding rough leather cap of the depths (0 def, 1 armour) =watah= 2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% cold +6% temporal ---------- misc Breathe water A cap made of leather. | 
|  insulating 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% Resists +5% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  prismatic cured leather armour (6 def, 4 armour) 9.0 T2 light armor Reqs Str 14 [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +10% light +11% darkness A suit of armour made of leather. | 
|  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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  3 aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  iron pickaxe of the Iron Throne (dig speed 19 turns) 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Max.HP +20.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  emerald 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  6 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Summertide Phial 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  bright brass lantern of health 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Rod of Recall (2/2) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 145 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. | 
|  supercharged iron torque of mindblast [power 125]  (15 cooldown) 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 125 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  elm totem of healing [power 116]  (11 cooldown) 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 11 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  elm totem of thorny skin [power 15]  (15 cooldown) 2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  supercharged elm wand of lightning storm [power 158]  (13 cooldown) 2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (191 total damage) Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  7 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  6 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  7 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all 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 Dagalin the Thalore Rogue level 11
6th Flare 122nd year of Ascendancy at 00:56 see stats
 Level 10 (Roguelike)
			Got a character to level 10.
			Level 10 (Roguelike)
			Got a character to level 10.By Dagalin the Thalore Rogue level 10
8th Mirth 122nd year of Ascendancy at 08:33 see stats
 The Arena (Roguelike)
			Unlocked Arena mode.
			The Arena (Roguelike)
			Unlocked Arena mode.By Dagalin the Thalore Rogue level 10
2nd Summertide 122nd year of Ascendancy at 17:02 see stats
 The secret city (Roguelike)
			Discovered the truth about mages.
			The secret city (Roguelike)
			Discovered the truth about mages.By Dagalin the Thalore Rogue level 13
43rd Dusk 122nd year of Ascendancy at 22:49 see stats
 Unstoppable (Roguelike)
			Returned from the dead.
			Unstoppable (Roguelike)
			Returned from the dead.By Dagalin the Thalore Rogue level 16
77th Dusk 122nd year of Ascendancy at 07:12 see stats
Log
Personal New Achievement: Unstoppable (Roguelike)!
Saving game...
Saving done.
Talent Trained Reactions is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Apply Poison is ready to use.
Talent Infusion: Healing is ready to use.
Talent Numbing Poison is ready to use.
Talent Stealth is ready to use.
Dagalin activates Stealth.
Talent Infusion: Wild is ready to use.
You can't move there.
Dagalin starts suffocating to death!
Dagalin is suffocating.
Dagalin uses Infusion: Healing.
Dagalin receives 198 healing from Infusion: Healing.
Dagalin uses Infusion: Wild.
Dagalin lessens the pain.
You can't move there.
Dagalin uses Infusion: Regeneration.
Dagalin starts regenerating health quickly.
Dagalin the level 16 thalore rogue suffocated to death on level 2 of Sandworm lair.


















































