














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Auto-explore and Rest 1.7.2Quality 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Female | 
| Race | Cornac | 
| Class | Summoner | 
| Level / Exp | 43 / 62% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded  / 0 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 21 (base 10) | 
| Dexterity | 13 (base 11) | 
| Constitution | 69 (base 50) | 
| Magic | 10 (base 10) | 
| Willpower | 110 (base 60) | 
| Cunning | 108.10699099274 (base 60) | 
Resources
| Life | 1548/1548 | 
| Steam | 100/100 | 
| Equilibrium | 68 | 
| Psi | 190/190 | 
| Healing Factor | 1.6327219866911 | 
| Regeneration | 37.567899141417 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +42.64892493468% | 
| Spell | 0% | 
| Global | +114% | 
Vision
| Sight | 10 | 
| Lite | 16 | 
| Infravision | 6 | 
| See Stealth | 74.884839685055 | 
| See Invisible | 76.884839685055 | 
Offense: Mainhand
| Damage | 113 | 
| Accuracy | 54 | 
| Crit Chance | 37% | 
| APR | 64 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 132 | 
| Accuracy | 54 | 
| Crit Chance | 38% | 
| APR | 98 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 5 | 
| Crit Chance | 30% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 96 | 
| Crit Chance | 77% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +29% | 
| Blight | +20% | 
| Physical | +28% | 
| Mind | +15% | 
| All | 0% | 
| Darkness | +28% | 
| Light | +44% | 
| Fire | +119% | 
| Nature | +51% | 
Offense: Damage Penetration
| Light | +35% | 
| Temporal | +30% | 
| All | +10% | 
| Fire | +76% | 
| Nature | +35% | 
Defense: Base
| Armour (hardiness) | 65 (69.687909656376%) | 
| Defense | 30 | 
| Ranged Defense | 30 | 
| Fatigue | 0 | 
| Physical Save | 40 | 
| Spell Save | 38 | 
| Mental Save | 64 | 
Defense: Resistances
| Acid | + 39%( 70%) | 
| Blight | + 28%( 70%) | 
| Physical | + 36%( 70%) | 
| Cold | + 47%( 70%) | 
| All | + 23%( 70%) | 
| Lightning | + 53%( 70%) | 
| Light | + 35%( 70%) | 
| Mind | + 26%( 70%) | 
| Darkness | + 49%( 70%) | 
| Fire | + 70%( 70%) | 
| Nature | + 23%( 70%) | 
Defense: Immunities
| Pinning Resistance | 25% | 
| Confusion Resistance | 0% | 
| Teleport Resistance | 100% | 
| Disarm Resistance | 100% | 
| Bleed Resistance | 50% | 
| Silence Resistance | 10% | 
| Stun Resistance | 50% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 3% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 870% 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: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 303 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat.  | 
Class Talents
| Wild-gift / Summoning (melee) | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
| Wild-gift / Summoning (advanced) | 1.30 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Summoning (utility) | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
| Wild-gift / Summoning (distance) | 1.30 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
| Wild-gift / Summoning (augmentation) | 1.30 | 
  | 4/5 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
Generic Talents
| Wild-gift / Fungus | 1.00 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Wild-gift / Mindstar mastery | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Combat training | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Call of the wild | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
| Steamtech / Chemistry | 1.00 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
| Steamtech / Physics | 1.00 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Wild-gift / Antimagic | 1.00 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Wild-gift / Harmony | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Master Summoner | 
| talent | Through The Crowd | 
| talent | Skate | 
| talent | Psiblades | 
| talent | Antimagic Shield | 
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff.  | done | 
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 | 
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active | 
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently.  | active | 
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders...  | active | 
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5.  | done | 
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Willpower by +5.  | done | 
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 Willpower by +5.  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Skate (+1 level(s)).  | done | 
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology.  | done | 
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5.  | done | 
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Constitution by +5.  | done | 
You failed to protect the repented thief from death by Betubrethra the vampire. Escort: repented thief (level 1 of Dreadfell) | failed | 
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Cunning 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there.  | done | 
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years.  | done | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system.  | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward.  | done | 
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.  | done | 
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | done | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The 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 within3 lumberjacks have died.  | done | 
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert.  | active | 
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done | 
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond.  | done | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  Glitterdream (0 def, 9 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Damage when hit (Melee): 6 light Changes damage: +9% acid / +27% fire / +24% light Physical save: +15 (+5 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  Cuthidir the Shinevengeance Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Changes stats: +5 Wil Changes resistances: +15% acid / +3% cold / +6% light Changes resistances penetration: +10% all Changes damage: +20% light Critical mult.: +12.00% Mental save: +9 (+2 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +7% Light radius: +11 See stealth: +10 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head |  Daimyyagrim the elven-silk wizard hat (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +3 Defense: +3 (+1 eff.) Changes stats: +5 Wil / +15 Cun / +3 Con Changes resistances: +24% fire / +18% darkness / +17% physical Changes resistances penetration: +20% temporal Changes damage: +28% physical / +19% darkness / +16% fire Mental save: +45 (+11 eff.) Maximum hate: +13.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +10% It can be used to activate talent Hateful Whisper, placing all other charms into a 13 cooldown : Effective talent level: 4.5 Power cost: 13 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 395 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 32% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly...  | 
| On hands |  Spellhunt Remnants (6 def, 8 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Talent granted: +5 Iron Grip Spell save: +15 (+6 eff.) Disarm immunity: +100% Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 196.00 arcane damage and stunned) Activation costs 85 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them.  | 
| Tool |  Aerumina the Gloomsorrow [power 170]  (22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 10 darkness Changes damage: +9% darkness Mental save: +6 (+1 eff.) Psi when hit: +0.20 Mindpower: +25 (+5 eff.) Mental crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 477 Base Damage: 184 Armor: 9 All Resist: 18 Activation puts all charms on cooldown for 22 turns. When used: * Heal for 50. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers |  Growgasher the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Changes stats: +7 Str / +2 Wil / +6 Con Changes resistances: +9% lightning / +12% fire Changes damage: +6% nature Physical save: +6 (+2 eff.) Life regen: +4.00 Infravision radius: +2 Healing mod.: +15% Rings make your fingers look great!  | 
| On fingers |  copper ring 'Salutira'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Changes stats: +4 Str / +3 Wil Changes resistances: +6% blight / +9% cold / +9% light / +9% darkness Maximum hate: +2.00 Mindpower: +15 (+3 eff.) Rings make your fingers look great!  | 
| Around neck |  copper amulet 'Halagomnir'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +10 Changes resistances: +3% mind Cut immunity: +50% Silence immunity: +10% Knockback immunity: +10% Maximum life: +20.00 Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 2.5 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 508 life. The life healed will increase with your Mindpower. Amulets make your neck look great!  | 
| In main hand |  Heatknave the thorny mindstar (98% power, 51 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 99% Range: 1.1x Uses stats: 101% Wil, 61% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +51 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * flashes light on your target dealing 80 damage When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 78% Damage (Melee): 14 fire Changes resistances: +19% fire Changes resistances penetration: +39% fire Changes damage: +11% fire Talent granted: +1 Attune Mindstar Critical mult.: +9.00% Psi when hit: +0.12 Mindpower: +32 (+6 eff.) Mental crit. chance: +3% Global speed: +6% 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.  | 
| Around waist |  hardened leather belt 'Arthahir'  | 
| In off hand |  Ulfugokhad the living mindstar (114% power, 85 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 101% Wil, 61% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +85 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 75 damage Damage (Melee): +8 acid Damage (radius 2) on crit: +8 acid When wielded/worn: Damage (Melee): 16 fire Damage when hit (Melee): 10 acid Changes stats: +12 Cun / +2 Dex Changes resistances: +20% fire Changes resistances penetration: +12% fire Changes damage: +15% mind / +14% fire Talent granted: +1 Attune Mindstar Critical mult.: +33.00% Psi when firing a critical mind attack: +3.00 Mindpower: +28 (+6 eff.) Mental crit. chance: +8% See invisible: +12 Global speed: +8% 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 |  Tulandil the Glintpeal (2 def, 8 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Changes stats: +2 Cun Changes resistances: +30% lightning / +21% fire / +19% cold Changes resistances penetration: +25% light Changes damage: +12% fire Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +50% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Kylathafang the Darkspike (0 def, 8 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +8 Damage when hit (Melee): 6 darkness Changes stats: +5 Wil Changes resistances: +28% fire / +6% darkness / +11% all Changes resistances penetration: +15% fire Changes damage: +19% fire Reduces incoming crit damage: 28.00% Equilibrium when hit: +0.08 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
Inventory
 Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects!  | 
 Beludunathel the BlizzardpierceInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Dex / +2 Mag / +10 Wil / +2 Cun Changes resistances penetration: +10% cold Talent masteries: +0.34 Wild-gift / Harmony +0.34 Wild-gift / Antimagic Mental save: +7 (+1 eff.) Confusion immunity: +18% Mindpower: +8 (+2 eff.) See invisible: +9 Amulets make your neck look great!  | 
 Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck.  | 
 Jetgrit the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +9 (+9 eff.) Defense: +9 (+4 eff.) Damage when hit (Melee): 10 acid Changes stats: +10 Lck Changes resistances: +6% darkness Changes resistances penetration: +25% acid / +25% fire Changes damage: +6% acid Reduce all damage from unseen attackers: 13% Amulets make your neck look great!  | 
 VileripInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +3% blight / +3% physical Changes resistances penetration: +15% nature Reduces incoming crit damage: 15.00% Physical save: +10 (+3 eff.) Poison immunity: +20% Life regen: +3.00 Maximum life: +46.00 Amulets make your neck look great!  | 
 Porarelaith the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +2 Dex / +5 Con Changes resistances penetration: +25% arcane Critical mult.: +20.00% Stamina each turn: +3.00 Only die when reaching: -80.00 life Spellpower: +9 (+4 eff.) Mindpower: +8 (+2 eff.) Rings make your fingers look great!  | 
 steel ring 'Pyrepython'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +4 Mag Changes resistances penetration: +25% fire Changes damage: +18% light Spell save: +9 (+4 eff.) Maximum vim: +30.00 Spellpower: +7 (+4 eff.) Spell crit. chance: +7% Rings make your fingers look great!  | 
 Glitterknave the pulsing mindstar (108% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 108% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 light / +16 nature Damage (radius 1) on hit: +20 light When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 10% Changes stats: +7 Cun Talent granted: +1 Attune Mindstar Critical mult.: +39.00% Maximum stamina: +30.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% 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.  | 
 Great Caller (100% power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 100% Range: 1.1x Uses stats: 30% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% fire / +8% physical / +8% cold Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+3 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it.  | 
 Thermal Focus (109% power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 109% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+5 eff.) Psi each turn: +1.00 Mindpower: +16 (+4 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar.  | 
 thorny mindstar 'Boltwire' (94% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 acid Damage (radius 1) on hit: +8 lightning When wielded/worn: Armour: +12 Damage (Melee): 10 cold / 8 mind / 8 darkness Changes resistances: +9% lightning / +7% cold Changes resistances penetration: +4% cold Changes damage: +9% lightning / +7% cold / +5% mind / +4% darkness Talent granted: +1 Attune Mindstar Mental save: +6 (+1 eff.) Maximum psi: +13.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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.  | 
 Amidur the Infernoschism (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun / +3 Wil Changes resistances penetration: +25% mind / +10% fire Maximum hate: +8.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Islyta the Smolderfear (2 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Damage when hit (Melee): 6 fire Changes stats: +6 Str / +3 Dex Changes resistances penetration: +25% fire Maximum life: +44.00 Maximum stamina: +30.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Ivira (0 def, 8 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Changes stats: +12 Mag / +2 Cun / +5 Con Changes resistances: +14% blight / +6% temporal / +15% all Changes resistances penetration: +28% physical / +13% darkness / +13% temporal Changes damage: +40% physical / +23% darkness / +17% temporal Life regen: +4.10 Maximum life: +67.00 Maximum hate: +12.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +4% Healing mod.: +21% Reduces paradox anomalies(equivalent to willpower): +13 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal.  | 
 Yvidamina the silk robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +12% temporal / +13% all Changes resistances penetration: +17% darkness / +16% physical Changes damage: +25% darkness / +21% physical Spell save: +6 (+3 eff.) Blindness immunity: +20% Disease immunity: +20% Equilibrium when hit: +0.16 Maximum hate: +23.00 Mindpower: +24 (+5 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 pair of dwarven-steel boots 'Corruptionfear' (0 def, 22 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +22 Fatigue: +3% Changes resistances: +6% nature / +3% fire Disarm immunity: +20% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Brodarin (0 def, 19 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +19 Fatigue: +3% Changes resistances: +11% blight / +10% darkness / +5% arcane Spell save: +11 (+4 eff.) Mental save: +19 (+4 eff.) Confusion immunity: +20% Life regen: +4.00 Only die when reaching: -40.00 life Healing mod.: +20% Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 26 cooldown : Effective talent level: 3.5 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 3 light damage to everyone else who enters. The circle lasts 5 turns. A hat made of leather. Very stylish.  | 
 Flashedge (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: +2 Str / +5 Mag / +3 Con Changes resistances: +9% fire / +9% cold Changes resistances penetration: +25% fire Changes damage: +15% fire Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Layodassra the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+16 eff.) Armour: +3 Fatigue: +3% Changes stats: +14 Str / +10 Dex Changes resistances: +3% fire Changes damage: +9% physical Only die when reaching: -40.00 life It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 97.6 Physical damage. If the attack hits, the target is confused (27% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather.  | 
 Voreyawyn the Singevengeance (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Dex / +4 Wil / +3 Cun Changes resistances penetration: +25% mind / +20% fire Changes damage: +9% fire Hate when firing a critical mind attack: +2.00 Mindpower: +25 (+5 eff.) A hat made of leather. Very stylish.  | 
 hardened leather hat 'Stormtide' (0 def, 7 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes resistances: +16% lightning / +11% temporal / +15% mind Changes resistances penetration: +20% light Spell save: +12 (+5 eff.) Only die when reaching: -80.00 life Maximum life: +40.00 A hat made of leather. Very stylish.  | 
 3 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.  | 
 969 alchemist agate0.00 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.  | 
 10 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 7 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.  | 
 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 10 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 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Layossra the dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +12 Changes stats: +2 Str / +4 Dex Changes resistances: +9% cold Critical mult.: +10.00% Mana each turn: +0.16 Vim when firing critical spell: +2.00 Only die when reaching: -40.00 life Spellpower: +20 (+8 eff.) Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+10 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+10 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 alchemist's lamp 'Snowwild'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +6 Damage when hit (Melee): 8 cold Changes stats: +4 Str / +2 Dex Changes resistances: +15% light Changes resistances penetration: +9% all Poison immunity: +20% Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 brass lantern 'Kilnmoon'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane / 4 fire Changes stats: +4 Wil Changes resistances penetration: +5% arcane / +15% fire Changes damage: +5% mind / +9% arcane / +3% darkness Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
 Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself.  | 
 Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials.  | 
 7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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.  | 
 great air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Silence immunity: +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power!  | 
 voratun back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Fatigue: -20% Maximum encumbrance: +50 Tinkers can be attached to normal items to improve them with steam power!  | 
 Crackleraptor the iron torque of clear mind [power 1]  (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 10 mind Changes resistances penetration: +25% lightning Changes damage: +9% mind / +12% fire It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers.  | 
 Yvuriatha [power 180]  (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +14 Changes resistances: +18% fire Confusion immunity: +20% Knockback immunity: +20% Maximum psi: +50.00 Healing mod.: +10% It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 230 physical damage Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers.  | 
 Flashvalor [power 240]  (22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +12% lightning / +9% light Changes damage: +6% mind Critical mult.: +10.00% Hate when firing a critical mind attack: +2.00 Maximum psi: +40.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +4% It can be used to summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 569 Base Damage: 290 Armor: 18 All Resist: 14 Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power.  | 
 8 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 26 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.  | 
 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 5 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.  | 
 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.  | 
 4 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
			A View From The Gallery (Insane (Roguelike) difficulty)
			Briefly lived as a lowly halfling during the time of the Sher'tuls.By Saki the Cornac Summoner level 33
33rd Regrowth 123rd year of Ascendancy at 05:31 see stats
			A dangerous secret (Insane (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By Saki the Cornac Summoner level 38
50th Regrowth 123rd year of Ascendancy at 03:41 see stats
			Against all odds (Insane (Roguelike) difficulty)
			Killed Ukruk in the ambush.By Saki the Cornac Summoner level 38
47th Regrowth 123rd year of Ascendancy at 06:48 see stats
			Antimagic! (Insane (Roguelike) difficulty)
			Completed antimagic training in the Ziguranth camp.By Saki the Cornac Summoner level 24
60th Haze 122nd year of Ascendancy at 21:04 see stats
			Ay ay captain! (Insane (Roguelike) difficulty)
			Turn into a pirate!By Saki the Cornac Summoner level 37
46th Regrowth 123rd year of Ascendancy at 01:01 see stats
			Brave new world (Insane (Roguelike) difficulty)
			Went to the Far East and took part in the war.By Saki the Cornac Summoner level 42
63rd Regrowth 123rd year of Ascendancy at 05:22 see stats
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Saki the Cornac Summoner level 18
77th Dusk 122nd year of Ascendancy at 01:18 see stats
			Destroyer's bane (Insane (Roguelike) difficulty)
			Killed Golbug the Destroyer.By Saki the Cornac Summoner level 40
59th Regrowth 123rd year of Ascendancy at 11:33 see stats
			Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Saki the Cornac Summoner level 34
34th Regrowth 123rd year of Ascendancy at 08:54 see stats
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Saki the Cornac Summoner level 23
54th Haze 122nd year of Ascendancy at 00:28 see stats
			Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Saki the Cornac Summoner level 30
4th Regrowth 123rd year of Ascendancy at 23:09 see stats
			Home sweet home (Insane (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Saki the Cornac Summoner level 33
26th Regrowth 123rd year of Ascendancy at 02:25 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Saki the Cornac Summoner level 10
3rd Mirth 122nd year of Ascendancy at 01:30 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Saki the Cornac Summoner level 20
16th Haze 122nd year of Ascendancy at 15:14 see stats
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By Saki the Cornac Summoner level 30
10th Allure 123rd year of Ascendancy at 03:47 see stats
			Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.By Saki the Cornac Summoner level 40
57th Regrowth 123rd year of Ascendancy at 15:02 see stats
			Poisonous (Insane (Roguelike) difficulty)
			Sided with the assassin lord.By Saki the Cornac Summoner level 18
7th Haze 122nd year of Ascendancy at 10:50 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Saki the Cornac Summoner level 22
51st Haze 122nd year of Ascendancy at 16:52 see stats
			Sliders (Insane (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.By Saki the Cornac Summoner level 41
59th Regrowth 123rd year of Ascendancy at 16:14 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Saki the Cornac Summoner level 11
4th Mirth 122nd year of Ascendancy at 22:53 see stats
			The Right thing to do (Insane (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Saki the Cornac Summoner level 25
76th Haze 122nd year of Ascendancy at 11:35 see stats
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Saki the Cornac Summoner level 11
6th Mirth 122nd year of Ascendancy at 19:20 see stats
			There and back again (Insane (Roguelike) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Saki the Cornac Summoner level 43
8th Pyre 123rd year of Ascendancy at 10:56 see stats
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Saki the Cornac Summoner level 24
67th Haze 122nd year of Ascendancy at 01:24 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Saki the Cornac Summoner level 19
16th Haze 122nd year of Ascendancy at 14:57 see stats
			Vampire crusher (Insane (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Saki the Cornac Summoner level 37
46th Regrowth 123rd year of Ascendancy at 01:42 see stats
Log
Sold:  schematic: Spring Grapple for 4.00 gold.
Sold: 7 schematic: Steamgun for 28.00 gold.
Sold: 8 schematic: Steamsaw for 32.00 gold.
Sold: 3 schematic: Thunderclap Coating for 12.00 gold.
Sold: 2 schematic: Viral Injector for 20.00 gold.
Sold: 5 schematic: Viral Needlegun for 37.50 gold.
Sold: 2 schematic: Voltaic Sentry for 16.00 gold.
Sold: 2 schematic: Water Salve for 11.00 gold.
Sold:  schematic: Waterproof Coating for 4.00 gold.
Sold:  schematic: White Light Emitter for 8.00 gold.
Sold: 5 schematic: Winterchill Edge for 37.50 gold.
Sold:  movement infusion of the duelist (speed 451%; cd 15) for 2.02 gold.
Sold:  movement infusion of the duelist (speed 487%; cd 8) for 2.02 gold.
You collect a new ingredient: lump of voratun (1).
You gain 0.05 gold from the melting of voratun spike attachment.
Saki summons a Fire Drake!
Saki's mind surges with critical power!
Saki's mind surges with critical power!
Resting starts...
Talent Fire Drake is ready to use.
Your summoned fire drake disappears.
Talent Meditation is ready to use.
Rested for 26 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 34 turns (stop reason: at exit).




























































































































