









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.1 | 
| Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module: 
 Affected talents from the Embers of Rage DLC: 
 Affected talents from the Ashes of Urh'Rok DLC: 
 Affected talents from the Forbidden Cults DLC: 
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog: 
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Wall Clock 1.7.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Possessor Bonus Class 1.7.0Donators/Buyers bonus! 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:
 Go to Landmark 1.7.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
 Items Vault 1.7.0Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press  
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
 Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.6.0This 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  | 
| Campaign | Maj'Eyal | 
| Mode | Normal Roguelike | 
| Sex | Female | 
| Race | Skeleton | 
| Class | Sun Paladin | 
| Level / Exp | 14 / 93% | 
| Size | medium | 
| Lifes / Deaths | Killed by Velatta the rattlesnake at level 14 on the 56th Dusk 122nd year of Ascendancy at 09:25  / 1 | 
Primary Stats
| Strength | 42 (base 32) | 
| Dexterity | 30 (base 10) | 
| Constitution | 11 (base 10) | 
| Magic | 43 (base 35) | 
| Willpower | 21 (base 17) | 
| Cunning | 23 (base 10) | 
Resources
| Life | -163/355 | 
| Positive | 59/89 | 
| Stamina | 99/166 | 
| Healing Factor | 1.1797162075846 | 
| Regeneration | 5.0137938822346 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 3 | 
Offense: Mainhand
| Damage | 78 | 
| Accuracy | 34 | 
| Crit Chance | 9% | 
| APR | 15 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 41 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 35 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +12% | 
| Mind | +3% | 
| Physical | +15% | 
| Cold | +12% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 29.413408721348 (65.897138898113%) | 
| Defense | 21 | 
| Ranged Defense | 21 | 
| Fatigue | 13 | 
| Physical Save | 26 | 
| Spell Save | 21 | 
| Mental Save | 22 | 
Defense: Resistances
| Acid | + 13%( 70%) | 
| Darkness | + 12%( 70%) | 
| Mind | + 15%( 70%) | 
| Lightning | + 3%( 70%) | 
| Fire | + 10%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Pinning Resistance | 21% | 
| Confusion Resistance | 22% | 
| Fear Resistance | 100% | 
| Poison Resistance | 100% | 
| Disarm Resistance | 27% | 
| Bleed Resistance | 100% | 
| Silence Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 40% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 28 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.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 64 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 Constitution stat.  | 
Class Talents
| Technique / Combat veteran | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Combat | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 2/5 | 
  | 2/5 | 
| Technique / Shield offense | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Sun | 1.30 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Two-handed assault | 1.00 | 
  | 3/5 | 
  | 1/5 | 
  | 3/5 | 
  | 3/5 | 
Generic Talents
| Celestial / Chants | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Undead / Skeleton | 1.10 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Light | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 3/5 | 
  | 0/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant.  | active | 
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic 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 treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 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 | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population.  | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed green worm. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.'  | active | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active | 
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, 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 |  [vs. Scaldvengeance (0 def, 3 armour) (On feet)]Scaldvengeance (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Damage when hit (Melee): 2(-) fire Changes stats: +1(-) Con Changes damage: +12%(-) physical Equilibrium when hit: +0.04 (-) Hate when firing a critical mind attack: +3.00 (-) Spellpower: +3 (+1 eff.) (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  [vs. survivor's brass lantern of health (Light source)]survivor's brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) (-) Maximum life: +42.00 (-) Light radius: +3 (-) Healing mod.: +12% (-) 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 |  [vs. dwarven-steel helm 'Skyking' (0 def, 4 armour) (On head)]dwarven-steel helm 'Skyking' (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +4% (-) Changes stats: +3(-) Dex Changes resistances: +3%(-) lightning / +12%(-) darkness / +3%(-) mind Physical save: +9 (+4 eff.) (-) Silence immunity: +20% (-) Knockback immunity: +20% (-) Infravision radius: +3 (-) Healing mod.: +5% (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| Tool |  [vs. Olirahad the yew wand of conjuration [power 220]  (12/15 cooldown) (Tool)]Olirahad the yew wand of conjuration [power 220] (12/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +4(-) Cun / +1(-) Wil Changes damage: +3%(-) mind Life regen: +4.00 (-) Hate when firing a critical mind attack: +1.00 (-) Mindpower: +15 (+8 eff.) (-) It can be used to fire a magical bolt dealing 246 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 47. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
| On fingers |  [vs. pixie's gold ring of power (On fingers, 1 of 2)]pixie's gold ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) (-) Changes stats: +3(-) Cun / +3(-) Mag Spellpower: +13 (+6 eff.) (-) Mindpower: +7 (+4 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices  | 
| On fingers |  [vs. pixie's gold ring of power (On fingers, 1 of 2)]mule's steel ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-7 (-3 eff.)) Fatigue: -5% Changes stats: +0(-3) Cun / +0(-3) Mag Maximum encumbrance: +24 Disarm immunity: +27% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +22.00 Spellpower: +0 (+0 eff.) (-13 (-6 eff.)) Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices  | 
| Around waist |  [vs. noble's rough leather belt (Around waist)]noble's rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +3(-) Wil Damage against: +15% (-)Summoned Reduced damage from: +17% (-)Summoned A belt that goes around your waist.  | 
| In main hand |  [vs. Stormfront (30-45 power, 15 apr) (In main hand)]Stormfront (30-45 power, 15 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15(-) lightning / +15(-) cold When wielded/worn: Changes damage: +12%(-) lightning / +12%(-) cold The blade glows faintly blue, and reflects a sky full of stormy clouds.  | 
| On hands |  [vs. sand rough leather gloves of dexterity (+3) (0 def, 7 armour) (On hands)]sand rough leather gloves of dexterity (+3) (0 def, 7 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) (-) Armour: +7 (-) Damage (Melee): 6(-) physical Changes stats: +3(-) Dex Changes damage: +3%(-) physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Main armor |  [vs. searing steel mail armour of command (9 def, 9 armour) (Main armor)]searing steel mail armour of command (9 def, 9 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +9 (-) Defense: +9 (+7 eff.) (-) Fatigue: +12% (-) Damage (Melee): 9(-) acid / 11(-) fire Damage when hit (Melee): 9(-) acid / 8(-) fire Changes stats: +2(-) Cun Changes resistances: +13%(-) acid / +10%(-) fire Mental save: +10 (+7 eff.) (-) A suit of armour made of mail.  | 
| Cloak |  [vs. Cloak of Deception (Cloak)]Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) (-) Spellpower: +5 (+2 eff.) (-) Mindpower: +5 (+3 eff.) (-) A black cloak, with subtle illusion enchantments woven into its very fabric.  | 
| Around neck |  [vs. clarifying copper amulet of dexterity (+3) (Around neck)]clarifying copper amulet of dexterity (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(-) Dex Changes resistances: +12%(-) mind Confusion immunity: +22% (-) Amulets make your neck look great!  | 
Inventory
 blink rune of the warrior (range 4; phase 15; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 18 Travel Speed: 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 Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 [vs. Rune: Shielding (on body)]shielding rune of the wizard (absorb 257; dur 3; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 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 257(+127) damage for 3(-2) turns. Its effects scale with your +Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 [vs. clarifying copper amulet of dexterity (+3) (Around neck)]This item will automatically be transmogrified when you leave the level. steel amulet of manastreaming Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +0(-3) Dex / +1 Mag Changes resistances: +0%(-12%) mind Confusion immunity: +0% (-22%) Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +21.00 Amulets make your neck look great!  | 
 [vs. pixie's gold ring of power (On fingers, 1 of 2)]This item will automatically be transmogrified when you leave the level. psionicist's steel ring of sensing Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-7 (-3 eff.)) Changes stats: +0(-3) Mag / +3 Wil / +0(-3) Cun Mental save: +6 (+3 eff.) Blindness immunity: +22% Spellpower: +0 (+0 eff.) (-13 (-6 eff.)) Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Infravision radius: +4 See stealth: +9 See invisible: +5 Rings make your fingers look great! Tap to cycle through comparison choices  | 
 [vs. pixie's gold ring of power (On fingers, 1 of 2)]savior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-7 (-3 eff.)) Changes stats: +0(-3) Cun / +0(-3) Mag Physical save: +7 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+3 eff.) Spellpower: +0 (+0 eff.) (-13 (-6 eff.)) Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices  | 
 [vs. pixie's gold ring of power (On fingers, 1 of 2)]warrior's copper ring of corrosion (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-7 (-3 eff.)) Armour: +4 Changes stats: +2 Str / +0(-3) Cun / +0(-3) Mag Changes resistances: +22% acid Changes damage: +11% acid Spellpower: +0 (+0 eff.) (-13 (-6 eff.)) Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices  | 
 [vs. Stormfront (30-45 power, 15 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. acidic iron battleaxe of daylight (14-20 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.5 - 20.2(-16.5 - -24.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-14) Crit. chance: +4.5% (-0.5%) Attack speed: 100% (-) On weapon crit: + Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 - inflicts either shocked or wet, chosen at random Damage (Melee): +0(-15) lightning / +0(-15) cold / +7 light Damage against: +13% Undead When wielded/worn: Changes damage: +0%(-12%) lightning / +0%(-12%) cold Massive two-handed battleaxes.  | 
 [vs. Stormfront (30-45 power, 15 apr) (In main hand)]iron battleaxe of massacre (24-36 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 24.0 - 36.0(-6.0 - -9.0) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-14) Crit. chance: +4.5% (-0.5%) Attack speed: 100% (-) On weapon crit: - inflicts either shocked or wet, chosen at random Damage (Melee): +0(-15) lightning / +0(-15) cold When wielded/worn: Changes damage: +0%(-12%) lightning / +0%(-12%) cold Massive two-handed battleaxes.  | 
 [vs. Stormfront (30-45 power, 15 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. steel battleaxe (20-30 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0(-10.0 - -15.0) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-13) Crit. chance: +5.0% (-) Attack speed: 100% (-) On weapon crit: - inflicts either shocked or wet, chosen at random Damage (Melee): +0(-15) lightning / +0(-15) cold When wielded/worn: Changes damage: +0%(-12%) lightning / +0%(-12%) cold Massive two-handed battleaxes.  | 
 [vs. Stormfront (30-45 power, 15 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. steel greatmaul (31-46 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 31.0 - 46.5(+1.0 - +1.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-13) Crit. chance: +1.0% (-4.0%) Attack speed: 100% (-) On weapon crit: - inflicts either shocked or wet, chosen at random Damage (Melee): +0(-15) lightning / +0(-15) cold When wielded/worn: Changes damage: +0%(-12%) lightning / +0%(-12%) cold Massive two-handed mauls.  | 
 [vs. Stormfront (30-45 power, 15 apr) (In main hand)]iron greatsword (15-24 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0(-15.0 - -21.0) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-14) Crit. chance: +2.5% (-2.5%) Attack speed: 100% (-) On weapon crit: - inflicts either shocked or wet, chosen at random Damage (Melee): +0(-15) lightning / +0(-15) cold When wielded/worn: Changes damage: +0%(-12%) lightning / +0%(-12%) cold Massive two-handed swords.  | 
 [vs. Stormfront (30-45 power, 15 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. fungal ash longbow of fire Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-15) Crit. chance: +0.0% (-5.0%) Attack speed: 100% (-) Firing range: +7 On weapon crit: - inflicts either shocked or wet, chosen at random Damage (Melee): +0(-15) lightning / +0(-15) cold Damage (Ranged): +11 fire When wielded/worn: Changes stats: +2 Con Changes damage: +0%(-12%) lightning / +14% fire / +0%(-12%) cold Talent mastery: +0.30 Wild-gift / Fungus It can be used to regenerate 66 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes.  | 
 [vs. Stormfront (30-45 power, 15 apr) (In main hand)]iron mace (12-18 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5(-17.5 - -27.5) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-13) Crit. chance: +0.5% (-4.5%) Attack speed: 100% (-) On weapon crit: - inflicts either shocked or wet, chosen at random Damage (Melee): +0(-15) lightning / +0(-15) cold When wielded/worn: Changes damage: +0%(-12%) lightning / +0%(-12%) cold Blunt and deadly.  | 
 [vs. Stormfront (30-45 power, 15 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. cured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-15) Crit. chance: +0.0% (-5.0%) Attack speed: 100% (-) Firing range: +7 On weapon crit: - inflicts either shocked or wet, chosen at random Damage (Melee): +0(-15) lightning / +0(-15) cold When wielded/worn: Changes damage: +0%(-12%) lightning / +0%(-12%) cold Slings are used to hurl stones or metal shots at your foes.  | 
 [vs. Stormfront (30-45 power, 15 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. ash magestaff (15-18 power, 3 apr, lightning element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-15.0 - -27.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-12) Crit. chance: +3.0% (-2.0%) Attack speed: 100% (-) On weapon crit: - inflicts either shocked or wet, chosen at random Damage (Melee): +0(-15) lightning / +0(-15) cold When wielded/worn: Changes damage: +15%(+3%) lightning / +0%(-12%) cold Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art.  | 
 [vs. Stormfront (30-45 power, 15 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. Bloomtyphoon (11-15 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.0 - 15.4(-19.0 - -29.6) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-12) Crit. chance: +4.0% (-1.0%) Attack speed: 100% (-) On weapon hit: + Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: - inflicts either shocked or wet, chosen at random Damage (Melee): +0(-15) lightning / +0(-15) cold Damage (radius 2) on crit: +8 nature When wielded/worn: Armour: +6 Changes resistances: +9% lightning / +6% temporal Changes damage: +0%(-12%) lightning / +0%(-12%) cold Disease immunity: +20% One-handed war axes.  | 
 [vs. noble's rough leather belt (Around waist)]grounding rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-4) Cun / +0(-3) Wil Changes resistances: +6% lightning / +6% temporal Damage against: +0% (-15% )Summoned Reduced damage from: +0% (-17% )Summoned A belt that goes around your waist.  | 
 [vs. Scaldvengeance (0 def, 3 armour) (On feet)]pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Damage when hit (Melee): 0(-2) fire Changes stats: +0(-1) Con Changes damage: +0%(-12%) physical Stamina each turn: +0.40 Equilibrium when hit: +0.00 (-0.04) Hate when firing a critical mind attack: +0.00 (-3.00) Maximum stamina: +12.00 Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 [vs. sand rough leather gloves of dexterity (+3) (0 def, 7 armour) (On hands)]Sludgegrip (0 def, 0 armour) =cun wil= Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-11 (-6 eff.)) Armour: +0 (-7) Damage (Melee): 0(-6) physical Changes stats: +0(-3) Dex / +4 Wil / +4 Cun Changes resistances: +10% nature Changes damage: +5% nature / +0%(-3%) physical Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid.  | 
 [vs. sand rough leather gloves of dexterity (+3) (0 def, 7 armour) (On hands)]This item will automatically be transmogrified when you leave the level. Unlightpain the hardened leather gloves (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-11 (-6 eff.)) Armour: +2 (-5) Damage (Melee): 6 acid / 0(-6) physical Damage when hit (Melee): 4 darkness Changes stats: +0(-3) Dex Changes resistances: +8% acid Changes resistances penetration: +25% darkness Changes damage: +3% acid / +0%(-3%) physical Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 [vs. dwarven-steel helm 'Skyking' (0 def, 4 armour) (On head)]grounding iron helm (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-1) Fatigue: +5% (+1%) Changes stats: +0(-3) Dex Changes resistances: +5%(+2%) lightning / +5% temporal / +0%(-12%) darkness / +0%(-3%) mind Physical save: +0 (+0 eff.) (-9 (-4 eff.)) Silence immunity: +0% (-20%) Knockback immunity: +0% (-20%) Infravision radius: +0 (-3) Healing mod.: +0% (-5%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 [vs. dwarven-steel helm 'Skyking' (0 def, 4 armour) (On head)]insulating iron helm of constitution (+3) (0 def, 3 armour) =con= Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-1) Fatigue: +5% (+1%) Changes stats: +0(-3) Dex / +3 Con Changes resistances: +0%(-3%) lightning / +0%(-12%) darkness / +6% fire / +0%(-3%) mind / +5% cold Physical save: +0 (+0 eff.) (-9 (-4 eff.)) Silence immunity: +0% (-20%) Knockback immunity: +0% (-20%) Infravision radius: +0 (-3) Healing mod.: +0% (-5%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 [vs. searing steel mail armour of command (9 def, 9 armour) (Main armor)]Manolen the iron mail armour (7 def, 4 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-5) Defense: +7 (+6 eff.) (-2 (-1 eff.)) Fatigue: +12% (-) Damage (Melee): 0(-9) acid / 0(-11) fire Damage when hit (Melee): 0(-9) acid / 0(-8) fire Changes stats: +0(-2) Cun Changes resistances: +15% lightning / +6% cold / +0%(-10%) fire / +9%(-4%) acid Mental save: +0 (+0 eff.) (-10 (-7 eff.)) Only die when reaching: -20.00 life A suit of armour made of mail.  | 
 [vs. searing steel mail armour of command (9 def, 9 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-3) Defense: +2 (+2 eff.) (-7 (-5 eff.)) Fatigue: +12% (-) Damage (Melee): 0(-9) acid / 0(-11) fire Damage when hit (Melee): 0(-9) acid / 0(-8) fire Changes stats: +0(-2) Cun Changes resistances: +0%(-13%) acid / +0%(-10%) fire Mental save: +0 (+0 eff.) (-10 (-7 eff.)) A suit of armour made of mail.  | 
 [vs. searing steel mail armour of command (9 def, 9 armour) (Main armor)]Void's kiss the dwarven-steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (+2) Defense: +0 (+0 eff.) (-9 (-7 eff.)) Fatigue: +22% (+10%) Damage (Melee): 0(-9) acid / 0(-11) fire Damage when hit (Melee): 0(-9) acid / 0(-8) fire / 2 darkness Changes stats: +2 Wil / +2(-) Cun / +5 Con Changes resistances: +21%(+8%) acid / +0%(-10%) fire Mental save: +0 (+0 eff.) (-10 (-7 eff.)) Infravision radius: +1 A suit of armour made of metal plates.  | 
 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 [vs. Olirahad the yew wand of conjuration [power 220]  (12/15 cooldown) (Tool)]iron pickaxe (dig speed 38 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +0(-4) Cun / +0(-1) Wil Changes damage: +0%(-3%) mind Life regen: +0.00 (-4.00) Hate when firing a critical mind attack: +0.00 (-1.00) Mindpower: +0 (+0 eff.) (-15 (-8 eff.)) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 [vs. survivor's brass lantern of health (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Maximum life: +0.00 (-42.00) Light radius: +3 (-) Healing mod.: +0% (-12%) 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.  | 
 [vs. survivor's brass lantern of health (Light source)]bright brass lantern of focus =wil= Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +5% mind Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Maximum life: +0.00 (-42.00) Light radius: +6 (+3) Healing mod.: +0% (-12%) 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.  | 
 [vs. Olirahad the yew wand of conjuration [power 220]  (12/15 cooldown) (Tool)]Eye of the Dreaming One =wil= Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +0(-4) Cun / +5(+4) Wil Changes damage: +0%(-3%) mind Mental save: +10 (+5 eff.) Life regen: +0.00 (-4.00) Hate when firing a critical mind attack: +0.00 (-1.00) Mindpower: +5 (+3 eff.) (-10 (-5 eff.)) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist.  | 
 Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 [vs. Olirahad the yew wand of conjuration [power 220]  (12/15 cooldown) (Tool)]supercharged iron torque of psionic shield [power 35] (12/31 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +0(-4) Cun / +0(-1) Wil Changes damage: +0%(-3%) mind Life regen: +0.00 (-4.00) Hate when firing a critical mind attack: +0.00 (-1.00) Mindpower: +0 (+0 eff.) (-15 (-8 eff.)) It can be used to setup a psionic shield, reducing all damage taken by 35 for 5 turns Activation puts all charms on cooldown for 31 turns. Torques are made by powerful psionics to store psionic powers.  | 
 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.  | 
 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Level 10 (Roguelike)
			Got a character to level 10.By Dalia the Skeleton Sun Paladin level 10
20th Dusk 122nd year of Ascendancy at 22:56 see stats
			That was close (Roguelike)
			Killed your target while having only 1 life left.By Dalia the Skeleton Sun Paladin level 14
56th Dusk 122nd year of Ascendancy at 09:25 see stats
			The secret city (Roguelike)
			Discovered the truth about mages.By Dalia the Skeleton Sun Paladin level 14
54th Dusk 122nd year of Ascendancy at 01:28 see stats
Log
Melee retaliation hits Velatta the rattlesnake for (3 flat reduction), 0 acid, (3 flat reduction), 0 fire, (5 flat reduction), 0 light, (3 flat reduction), 0 acid, (3 flat reduction), 0 fire, (5 flat reduction), 0 light (0 total damage).
Velatta the rattlesnake hits Dalia for 85 physical, 86 physical (171 total damage).
Dalia uses Death Dance.
Velatta the rattlesnake starts to bleed.
Bandit starts to bleed.
Dalia hits Bandit for 90 physical, 7 lightning, 7 cold, 4 acid, 3 physical, 8 light, 5 fire (124 total damage).
Dalia hits Velatta the rattlesnake for (9 flat reduction), 75 physical, (7 flat reduction), 0 lightning, (7 flat reduction), 0 cold, (3 flat reduction), 0 acid, (3 flat reduction), 0 physical, (8 flat reduction), 0 light, (4 flat reduction), 0 fire (75 total damage).
Bandit misses Dalia.
Bandit misses Dalia.
Bleeding from Dalia hits Bandit for 9 physical damage.
Bleeding from Dalia hits Velatta the rattlesnake for (5 flat reduction), 0 physical (0 total damage).
Velatta the rattlesnake raises their leg and snaps it downward in a devastating axe kick.
Dalia's brain isn't quite working right!
Melee retaliation hits Velatta the rattlesnake for (3 flat reduction), 0 acid, (3 flat reduction), 0 fire, (5 flat reduction), 0 light (0 total damage).
Velatta the rattlesnake hits Dalia for 151 physical damage.
Talent Barrier is ready to use.
Talent Path of the Sun is ready to use.
Talent Dig is ready to use.
Dalia fails to use Healing Light.
Personal New Achievement: That was close (Roguelike)!
Bleeding from Dalia hits Bandit for 10 physical damage.
Bleeding from Dalia hits Velatta the rattlesnake for (6 flat reduction), 0 physical (0 total damage).
Velatta the rattlesnake lashes out with a flurry of fists.
Velatta the rattlesnake performs a melee critical strike against Dalia!
Bleeding from Dalia killed Bandit!
Melee retaliation hits Velatta the rattlesnake for (4 flat reduction), 0 acid, (4 flat reduction), 0 fire, (6 flat reduction), 0 light, (4 flat reduction), 0 acid, (4 flat reduction), 0 fire, (6 flat reduction), 0 light, (4 flat reduction), 0 acid, (4 flat reduction), 0 fire, (6 flat reduction), 0 light (0 total damage).
Velatta the rattlesnake hits Dalia for 91 physical damage.
Dalia the level 14 skeleton sun paladin was sliced to death by Velatta the rattlesnake on level 2 of The Maze.























































































