









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 | 
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | Brawler | 
| Level / Exp | 20 / 43% | 
| Size | medium | 
| Lifes / Deaths | Killed by shadow at level 11 on the 13rd Dusk 122nd year of Ascendancy at 10:370 / 6 Killed by Aderiawen the rogue sapper at level 14 on the 17th Haze 122nd year of Ascendancy at 08:35 Killed by snow giant boulder thrower at level 18 on the 51st Haze 122nd year of Ascendancy at 01:09 Killed by Emubretta the temporal stalker at level 20 on the 53rd Haze 122nd year of Ascendancy at 10:43 Killed by Chronolith Twin at level 20 on the 53rd Haze 122nd year of Ascendancy at 22:27 Killed by Chronolith Twin at level 20 on the 54th Haze 122nd year of Ascendancy at 01:15 | 
Primary Stats
| Strength | 42 (base 26) | 
| Dexterity | 45 (base 42) | 
| Constitution | 36 (base 12) | 
| Magic | 23 (base 10) | 
| Willpower | 21 (base 10) | 
| Cunning | 36 (base 29) | 
Resources
| Life | -19/650 | 
| Stamina | 103/184 | 
| Healing Factor | 1.2993203883495 | 
| Regeneration | 75.647269172363 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +81.081081081081% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 6 | 
| See Stealth | 28.894014938291 | 
| See Invisible | 43.894014938291 | 
Offense: Barehand
| Damage | 67 | 
| Accuracy | 37 | 
| Crit Chance | 12% | 
| APR | 10 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 27 | 
| Crit Chance | 14% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 24 | 
| Crit Chance | 13% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +8% | 
| Lightning | +29% | 
| Cold | +8% | 
| Mind | +6% | 
| Arcane | +16% | 
| Fire | +8% | 
| All | 0% | 
Offense: Damage Penetration
| Arcane | +15% | 
Defense: Base
| Armour (hardiness) | 33 (44.670658682635%) | 
| Defense | 40 | 
| Ranged Defense | 40 | 
| Fatigue | 2.8510638297872 | 
| Physical Save | 23 | 
| Spell Save | 22 | 
| Mental Save | 34 | 
Defense: Resistances
| Arcane | -14%( 70%) | 
| Mind | -6%( 70%) | 
| All | -20%( 70%) | 
| Lightning | -2%( 70%) | 
| Temporal | -14%( 70%) | 
| Physical | + 16%( 70%) | 
| Cold | -6%( 70%) | 
| Darkness | -13%( 70%) | 
| Nature | -16%( 70%) | 
Defense: Immunities
| Fear Resistance | 0% | 
| Teleport Resistance | 0% | 
| Instadeath Resistance | 100% | 
| Confusion Resistance | 0% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 508% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. | 
Class Talents
| Technique / Pugilism | 1.30 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat veteran | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Finishing moves | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cunning / Tactical | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cunning / Dirty fighting | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Unarmed discipline | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Technique / Grappling | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat techniques | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Technique / Unarmed training | 1.30 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Conditioning | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Mobility | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| detrimental effect | Reduces global action speed by 23%.Slow | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns).Infusion Saturation | 
| beneficial effect | Countering melee attacks: Has a 15% chance to get an automatic counter attack when avoiding a melee attack. (1.5 counters remaining)Counter Attacking | 
| detrimental effect | The target is losing one sustain per turn.Entropy | 
| beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn.Regeneration | 
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance.Out of Time Zone | 
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%.Spellshocked | 
| beneficial effect | The target has 30 increased life regeneration.Recovery | 
| detrimental effect | Target is caught in an anti-gravity field, halving its knockback resistance.Anti-Gravity | 
| detrimental effect | Badly off balance. Global damage is reduced by 15%.Off-balance | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave | active | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | active | 
| You failed to protect the injured seer from death by snow giant boulder thrower.Escort: injured seer (level 2 of Daikara) | failed | 
| You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul.Escort: lost defiler (level 2 of Ruins of Kor'Pul) As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done | 
| You failed to protect the repented thief from death by Isliwe the white worm mass.Escort: repented thief (level 1 of Ruins of Kor'Pul) | failed | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active | 
| 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 Shade. | done | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed honey tree root. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed skeleton mage skull. | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within | active | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You 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 |  Chargehunger the pair of dwarven-steel boots (0 def, 8 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Changes resistances: +12% mind Changes resistances penetration: +15% arcane Changes damage: +3% lightning / +12% arcane / +6% mind 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. | 
| On hands |  Storm Bringer's Gauntlets (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +20% lightning Critical mult.: +20.00% Spellpower: +12 (+6 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. | 
| On head |  Vorira (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +1 Str / +6 Mag / +7 Wil / +4 Cun / +3 Con Changes damage: +8% acid / +6% lightning / +8% cold / +4% arcane / +8% fire Spell save: +10 (+5 eff.) Mental save: +30 (+12 eff.) Confusion immunity: -20% Fear immunity: -20% Mental crit. chance: +4% Light radius: +3 Infravision radius: +3 It can be used to activate talent Hateful Whisper, placing all other charms into a 14 cooldown : Effective talent level: 4.0 Power cost: 14 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 69 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance to brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... | 
| Tool |  ash totem of summon tentacle 'Xikira' [power 155]  (10/23 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +9% temporal Life regen: +4.00 Maximum life: +40.00 See invisible: +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: 392 Base Damage: 185 Armor: 4 All Resist: 0 Activation puts all charms on cooldown for 23 turns. When used: * Gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
| Around neck |  Daneth's Neckguard Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. | 
| Main armor |  troll-hide cured leather armour (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Life regen: +4.20 Maximum life: +32.00 Healing mod.: +11% A suit of armour made of leather. | 
| Light source |  brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 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. | 
| Cloak |  Tulodurek (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +1 Mag / +1 Wil Changes resistances: +6% temporal / +6% darkness / +12% cold / +3% nature / +5% arcane Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around waist |  noble's rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Wil Damage against: +17% Summoned Reduced damage from: +18% Summoned A belt that goes around your waist. | 
Inventory
|  grounding copper amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. | 
|  elven-wood longbow 'Silossra' Requires: - Dexterity 35 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 10.0 - 11.0 Uses stat: Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 Travel speed: +200% Damage (radius 2) on crit: +20 acid / +45 fire / +35 nature When wielded/worn: Armour penetration: +12 Ammo reloads per turn: +1 Changes stats: +1 Str / +1 Dex Changes resistances: +17% acid / +17% lightning / +18% cold / +11% fire / +9% all Changes resistances penetration: +30% acid / +8% fire / +17% nature Spell save: +15 (+8 eff.) Global speed: +8% Longbows are used to shoot arrows at your foes. | 
|  blurring rough leather belt of unlife Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Changes resistances: +6% blight Stealth bonus: +5 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
|  traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Stamina each turn: +0.30 Maximum stamina: +11.00 A pair of boots made of leather. | 
|  Squalorfiend (0 def, 8 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 42% Damage (Melee): 8 physical Damage when hit (Melee): 4 nature Changes resistances: +18% nature / +6% darkness Changes damage: +6% physical When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +9 physical Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 14 power out of 30/30) : Effective talent level: 1.0 Power cost: 14 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 27.86 to 83.59 lightning damage (55.72 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. | 
|  4 aquamarine 0.00 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. | 
|  lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 opal 0.00 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. | 
|  Mummified Egg-sac of Ungolë Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 72 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  3 garnet 0.00 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 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest Powered 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. | 
|  steel torque of gale force 'Zanerek' [power 185]  (10/14 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 17 Changes stats: +4 Wil See invisible: +9 It can be used to project a gust of wind in a cone knocking enemies back 8 spaces and dealing 157 physical damage Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage by 15% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. | 
|  2 amethyst 0.00 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. | 
|  ametrine 0.00 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. | 
|  citrine 0.00 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. | 
Achievements
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By Spuk the Cornac Brawler level 19
51st Haze 122nd year of Ascendancy at 21:22 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Spuk the Cornac Brawler level 10
9th Dusk 122nd year of Ascendancy at 21:50 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By Spuk the Cornac Brawler level 20
52nd Haze 122nd year of Ascendancy at 22:36 see stats
 Rescuer of the lost
			Rescued the merchant from the assassin lord.
			Rescuer of the lost
			Rescued the merchant from the assassin lord.By Spuk the Cornac Brawler level 14
64th Dusk 122nd year of Ascendancy at 08:52 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By Spuk the Cornac Brawler level 9
2nd Mirth 122nd year of Ascendancy at 04:10 see stats
 The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Spuk the Cornac Brawler level 16
28th Haze 122nd year of Ascendancy at 16:53 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By Spuk the Cornac Brawler level 9
4th Mirth 122nd year of Ascendancy at 12:17 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By Spuk the Cornac Brawler level 17
34th Haze 122nd year of Ascendancy at 10:36 see stats
Log
Spuk slows down.
Chronolith Twin's gravity area effect hits Spuk for (13 flat reduction), 16 physical (16 total damage).
Chronolith Clone casts Temporal Bolt.
Chronolith Clone hits Spuk for (13 flat reduction), 97 temporal (97 total damage).
Chronolith Twin retunes the fabric of spacetime.
Talent Blinding Powder is ready to use.
Talent Tumble is ready to use.
Chronolith Twin's gravity area effect hits Spuk for (13 flat reduction), 11 physical (11 total damage).
Chronolith Clone casts Entropy.
Spuk is caught in an entropic field!
Chronolith Clone's Temporal Bolt hits Chronolith Twin for 50 temporal damage.
Spuk deactivates Striking Stance.
Spuk speeds up.
Spuk slows down.
Chronolith Twin's gravity area effect hits Spuk for 29 physical damage.
Chronolith Clone casts Echoes From The Past.
Spuk is recovering from the damage!
Chronolith Clone hits Chronolith Twin for 67 temporal, 28 temporal (94 total damage).
Chronolith Clone hits Spuk for 175 temporal, 61 temporal (236 total damage).
Chronolith Twin casts Repulsion Blast.
Chronolith Twin's spell attains critical power!
Spuk slams into something solid!
Chronolith Twin hits Spuk for 164 physical, 43 physical (206 total damage).
Spuk the level 20 cornac brawler was struck to death by Chronolith Twin on level 4 of Temporal Rift.
Spuk stops regenerating health quickly.
Spuk is free from the entropy.
Spuk has finished recovering.
Spuk speeds up.






















































