Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 | 
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! | 
| Campaign | Arena | 
| Mode | Normal Roguelike | 
| Sex | Male | 
| Race | Skeleton | 
| Class | Cursed | 
| Level / Exp | 31 / 43% | 
| Size | medium | 
| Lifes / Deaths | Killed by orc archer at level 31 on the 79th Pyre 122nd year of Ascendancy at 05:44/ 1 | 
Primary Stats
| Strength | 86 (base 60) | 
| Dexterity | 24 (base 12) | 
| Constitution | 23 (base 20) | 
| Magic | 18 (base 10) | 
| Willpower | 61 (base 48) | 
| Cunning | 18 (base 12) | 
Resources
| Life | -89/797 | 
| Hate | 60/100 | 
| Healing Factor | 0.76179362154382 | 
| Regeneration | 0.19044840538595 | 
Speed
| Mental | +50% | 
| Attack | 0% | 
| Movement | +313% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| See Invisible | 6 | 
Offense: Mainhand
| Damage | 125 | 
| Accuracy | 33 | 
| Crit Chance | 7% | 
| APR | 3 | 
| Speed | 0.67 | 
Offense: Spell
| Spellpower | 18 | 
| Crit Chance | 0% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 34 | 
| Crit Chance | 0% | 
| Speed | 1 | 
Offense: Damage Bonus
| All | -14% | 
Defense: Base
| Armour (hardiness) | 0.14820496224242 (30%) | 
| Defense | 14 | 
| Ranged Defense | 14 | 
| Fatigue | 8 | 
| Physical Save | 41 | 
| Spell Save | 20 | 
| Mental Save | 27 | 
Defense: Resistances
| All | + 4%( 70%) | 
Defense: Immunities
| Stun Resistance | 15% | 
| Bleed Resistance | 100% | 
| Confusion Resistance | 15% | 
| Fear Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 100% | 
| Knockback Resistance | 15% | 
Inscriptions (2/3)
| Runes | Effective talent level: 1.0Rune: Heat Beam Use mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 34.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 14 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. | 
Class Talents
| Cursed / Gloom | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cursed / Rampage | 1.00 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| Cursed / Strife | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Cursed / Slaughter | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Cursed / Endless hunt | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Generic Talents
| Cursed / Cursed aura | 1.20 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cursed / Cursed form | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Undead / Skeleton | 1.10 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
Effects
| talent | Gloom | 
| talent | Cleave | 
| talent | Stalk | 
| beneficial effect | An aura of death surrounds you.Curse of Corpses (power 5.0) Penalty : Fear of Death: -9% resistance against damage from the undead. Power 1+: Power over Death: +12% damage against the undead. Power 2+: -3 Luck, +5 Strength, +5 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 6. Power 4+: Reprieve from Death: Humanoids you slay have a 39% chance to rise to fight beside you as ghouls for 6 turns. | 
| detrimental effect | The target has been weakened, reducing all damage inflicted by 24%.Weakened | 
| beneficial effect | Stalking orc archer. Bonus level 1: +8 attack, +8% melee damage, +0.50 hate/turn prey was hit.Stalking 264/567 +1 | 
| detrimental effect | The target's armour and saves are broken, reducing them by 26.Sunder Armour | 
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 5. Poisons and diseases have a 10% chance of being neutralized each turn.Cursed Form | 
| beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +32% physical damage, +16 physical save, +16 mental save, 55/55 damage shrugged off this turn)Rampaging | 
| beneficial effect | Horrible visions fill your mind.Curse of Nightmares (power 4.0): 12% Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -3 Luck, +7 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 14 air and an additional 6 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 12%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. | 
| beneficial effect | A shroud of darkness seems to fall across your path.Curse of Shrouds (power 2.0) Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +7% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. | 
Quests
| Seeking wealth, glory, and a great fight, you challenge the Arena!The Arena Can you defeat your foes and become Master of Arena? | active | 
Equipment
| On feet | traveler's pair of drakeskin leather boots of phasing (Nightmares) (0 def, 5 armour)traveler's pair of drakeskin leather boots of phasing (Nightmares) (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -3% Changes stats: +3 Mag / +3 Wil Maximum encumbrance: +49 Physical save: +10 (+3 eff.) Curse of Nightmares It can be used to blink to a nearby random location (rad 12), putting all charms on cooldown for 25 turns. A pair of boots made of leather. | 
| Light source | brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head | stabilizing dwarven-steel helm of absorption (Nightmares) (0 def, 4 armour)stabilizing dwarven-steel helm of absorption (Nightmares) (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Physical save: +15 (+5 eff.) Stamina when hit: +0.70 Equilibrium when hit: +0.70 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Tool | warded elven-wood wand of conjuration [power 355]  (3/10 cooldown)warded elven-wood wand of conjuration [power 355]  (3/10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +2 lightning / +2 temporal / +2 blight / +3 fire / +3 cold Talent granted: +1 Ward It can be used to fire a bolt of a random element with (base) damage 178 to 355, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| On fingers | warrior's steel ring of darkness (+20%) (Shrouds)warrior's steel ring of darkness (+20%) (Shrouds) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% darkness Changes damage: +10% darkness Curse of Shrouds Rings can have magical properties. | 
| On fingers | sneakthief's gold ring (Corpses)sneakthief's gold ring (Corpses) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Changes stats: +6 Cun / +5 Dex Curse of Corpses Rings can have magical properties. | 
| Around waist | blurring rough leather belt (Nightmares)blurring rough leather belt (Nightmares) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+8 eff.) Stealth bonus: +6 Curse of Nightmares A belt that goes around your waist. | 
| In main hand | arcing stralite battleaxe of projection (Nightmares) (45.5-68.25 power, 3 apr)arcing stralite battleaxe of projection (Nightmares) (45.5-68.25 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.5 - 68.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 mind / +13 lightning Curse of Nightmares It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed battleaxes. | 
| On hands | rough leather gloves of strength (+3) (Corpses) (0 def, 1 armour)rough leather gloves of strength (+3) (Corpses) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +3 Str Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Main armor | cured leather armour of delving (Shrouds) (2 def, 4 armour)cured leather armour of delving (Shrouds) (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Changes stats: +4 Str Changes resistances: +12% darkness / +5% physical Light radius: +1 Curse of Shrouds It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. | 
| Cloak | thick cashmere cloak of protection (Corpses) (2 def, 6 armour)thick cashmere cloak of protection (Corpses) (2 def, 6 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Changes resistances: +10% cold Spell save: +7 (+3 eff.) Mental save: +8 (+4 eff.) Curse of Corpses 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 gold amulet of the eclipsesavior's gold amulet of the eclipse Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 6 light / 7 darkness Effects when hit in melee: * 10% chance to inflict damage reduction * 7% chance to blind Changes damage: +7% light / +5% darkness Physical save: +13 (+4 eff.) Spell save: +13 (+6 eff.) Mental save: +11 (+5 eff.) Amulets can have magical properties. | 
Inventory
| insulating steel amulet of strength (+3)insulating steel amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% fire / +10% cold Amulets can have magical properties. | 
| starlit steel amulet of strength (+3)starlit steel amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% light / +14% darkness Blindness immunity: +20% Amulets can have magical properties. | 
| conjurer's gold ring of tenacity (Nightmares)conjurer's gold ring of tenacity (Nightmares) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Wil Disarm immunity: +29% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +21.00 Spellpower: +8 (+5 eff.) Curse of Nightmares Rings can have magical properties. | 
| psionicist's steel ring of power (Nightmares)psionicist's steel ring of power (Nightmares) Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +3 Wil Mental save: +6 (+3 eff.) Spellpower: +6 (+4 eff.) Mindpower: +6 (+3 eff.) Curse of Nightmares Rings can have magical properties. | 
| Umbral Razor (Misfortune) (25-32.5 power, 10 apr)Umbral Razor (Misfortune) (25-32.5 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 Curse of Misfortune It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 62.70 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. | 
| dwarven-steel dagger of massacre (Misfortune) (24.5-31.85 power, 7 apr)dwarven-steel dagger of massacre (Misfortune) (24.5-31.85 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 24.5 - 31.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Curse of Misfortune Sharp, short and deadly. | 
| quick dwarven-steel longsword (Corpses) (24.5-34.3 power, 4 apr)quick dwarven-steel longsword (Corpses) (24.5-34.3 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.5 - 34.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 111% When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +4 Dex Curse of Corpses Sharp, long, and deadly. | 
| acidic stralite mace of corruption (Shrouds) (36-50.4 power, 5 apr)acidic stralite mace of corruption (Shrouds) (36-50.4 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.0 - 50.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 12% chance to inflict damage reduction * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +16 acid Curse of Shrouds Blunt and deadly. | 
| dwarven-steel mace of crippling (Misfortune) (27.5-38.5 power, 4 apr)dwarven-steel mace of crippling (Misfortune) (27.5-38.5 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +7.0% Curse of Misfortune Blunt and deadly. | 
| slime-covered stralite mace of massacre (Shrouds) (45.5-63.7 power, 5 apr)slime-covered stralite mace of massacre (Shrouds) (45.5-63.7 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 8% Curse of Shrouds Blunt and deadly. | 
| infernal dragonbone starstaff of protection (Shrouds) (30-36 power, 6 apr, physical element)infernal dragonbone starstaff of protection (Shrouds) (30-36 power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 30 fire Changes resistances: +15% physical Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +25.00% Spellpower: +24 (+13 eff.) Spell crit. chance: +5% See invisible: +13 Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. | 
| Newly picked upvoid walker's dragonbone magestaff of power (Corpses) (30-36 power, 6 apr, arcane element) void walker's dragonbone magestaff of power (Corpses) (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +9% darkness / +7% temporal Changes damage: +30% arcane Talent granted: +1 Command Staff Spellpower: +34 (+18 eff.) Spell crit. chance: +5% Defense after a teleport: +13 Resist all after a teleport: +18% New effects duration reduction after a teleport: +34% Reduces paradox anomalies(equivalent to willpower): +23 Curse of Corpses Staves designed for wielders of magic, by the greats of the art. | 
| arcing blue-steel trident of paradox (Corpses) (21-33.6 power, 8 apr)arcing blue-steel trident of paradox (Corpses) (21-33.6 power, 8 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 21.0 - 33.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +12 lightning / +12 temporal When wielded/worn: Damage when hit (Melee): 10 temporal Changes resistances: +9% temporal Curse of Corpses A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. | 
| Newly picked upbalanced coral trident of erosion (Madness) (14-22.4 power, 6 apr) balanced coral trident of erosion (Madness) (14-22.4 power, 6 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 14.0 - 22.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +9 nature / +10 temporal When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +9 (+7 eff.) Disarm immunity: +36% Curse of Madness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. | 
| blazebringer's dwarven-steel waraxe (Corpses) (18-25.2 power, 4 apr)blazebringer's dwarven-steel waraxe (Corpses) (18-25.2 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +7 fire When wielded/worn: Changes resistances penetration: +7% fire Global speed: +2% Curse of Corpses One-handed war axes. | 
| blurring rough leather belt (Corpses)blurring rough leather belt (Corpses) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+7 eff.) Stealth bonus: +6 Curse of Corpses A belt that goes around your waist. | 
| blurring rough leather belt of carrying (Misfortune)blurring rough leather belt of carrying (Misfortune) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+7 eff.) Fatigue: -4% Stealth bonus: +7 Maximum encumbrance: +23 Curse of Misfortune A belt that goes around your waist. | 
| linen cloak of Iron Throne (Nightmares) (1 def, 0 armour)linen cloak of Iron Throne (Nightmares) (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Eden's Guile (Nightmares) (2 def, 1 armour)Eden's Guile (Nightmares) (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Nightmares It can be used to boost speed by 29% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. | 
| hateful quiver of elven-wood arrows (24/24, 44.5-62.3 power, 14 apr)hateful quiver of elven-wood arrows (24/24, 44.5-62.3 power, 14 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 44.5 - 62.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 24 Damage (Ranged): +20 darkness Damage against: +17% Living Arrows are used with bows to pierce your foes to death. | 
| 258 alchemist agate258 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. | 
| arcing pouch of steel shots (16/16, 21.5-25.8 power, 2 apr)arcing pouch of steel shots (16/16, 21.5-25.8 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.5 - 25.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 16 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +6 lightning Shots are used with slings to pummel your foes to death. | 
| iron torque of kinetic psionic shield [power 25]  (3/20 cooldown)iron torque of kinetic psionic shield [power 25]  (3/20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. | 
| telekinetic voratun torque of mindblast [power 333]  (3/6 cooldown)telekinetic voratun torque of mindblast [power 333]  (3/6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +4 Telekinetic Blast It can be used to fire a blast of psionic energies in a range 8 beam dealing 143.19 to 286.38 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. | 
Achievements
 Arena Battler 20 (Roguelike)
			Got to wave 20 in the arena.
			Arena Battler 20 (Roguelike)
			Got to wave 20 in the arena.By Layaritira the Skeleton Cursed level 17
76th Pyre 122nd year of Ascendancy at 02:53 see stats
 Level 10 (Roguelike)
			Got a character to level 10.
			Level 10 (Roguelike)
			Got a character to level 10.By Layaritira the Skeleton Cursed level 10
75th Pyre 122nd year of Ascendancy at 03:20 see stats
 Level 20 (Roguelike)
			Got a character to level 20.
			Level 20 (Roguelike)
			Got a character to level 20.By Layaritira the Skeleton Cursed level 20
76th Pyre 122nd year of Ascendancy at 19:21 see stats
 Level 30 (Roguelike)
			Got a character to level 30.
			Level 30 (Roguelike)
			Got a character to level 30.By Layaritira the Skeleton Cursed level 30
78th Pyre 122nd year of Ascendancy at 18:10 see stats
Log
Orc archer shoots!
Terror has been weakened.
Terror hits Orc archer for 53 physical damage.
Terror hits Orc archer for 58 physical damage.
Your summoned terror disappears.
Your summoned terror disappears.
Your hatred grows even as your life fades! (+4 hate)
Layaritira resists the mind attack!
Orc archer's Shoot hits Terror for 20 acid damage.
Orc archer's Shoot hits Layaritira for 54 physical, 16 lightning, 3 mind, 8 darkness, 17 acid (98 total damage).
Orc archer's Shoot hits Terror for 20 acid damage.
The air around Layaritira grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Orc archer shoots!
Orc archer shoots!
Orc archer's Shoot performs a ranged critical strike against Layaritira!
Your hatred grows even as your life fades! (+4 hate)
Orc archer roars triumphantly.
Orc archer's Shoot hits Terror for 90 physical, 8 nature, 12 cold (110 total damage).
Orc archer hits Layaritira for 107 physical damage.
Layaritira the level 31 skeleton cursed was chopped into tiny pieces to death by an orc archer on level 49 of The Arena.
Orc archer killed Layaritira!
Terror's is no longer weakened.
Terror's is no longer weakened.
Layaritira's is no longer weakened.
Layaritira deactivates Stalk.
Layaritira deactivates Cleave.
Layaritira's armour is more intact.
Layaritira deactivates Gloom.
Orc archer is no longer being stalked by Layaritira.
Layaritira is no longer rampaging.
