












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 | 
| Addons | Ashes of Urh'Rok 1.6.7Official 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:
 Possessor Bonus Class 1.6.6Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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 | Male | 
| Race | Dwarf | 
| Class | Stone Warden | 
| Level / Exp | 49 / 69% | 
| Size | big | 
| Lifes / Deaths | Killed by Elirimina the degenerated skeleton archer at level 12 on the 11st Profit 122nd year of Ascendancy at 16:40  / 2Killed by Salynor the ancient elven mummy at level 49 on the 13rd Iron 124th year of Ascendancy at 22:49  | 
Primary Stats
| Strength | 89 (base 66) | 
| Dexterity | 20 (base 10) | 
| Constitution | 51 (base 23) | 
| Magic | 98 (base 60) | 
| Willpower | 92 (base 60) | 
| Cunning | 28 (base 8) | 
Resources
| Life | -430/1908 | 
| Mana | 715/748 | 
| Equilibrium | 65 | 
| Healing Factor | 1.5282805429863 | 
| Regeneration | 4.6612556561084 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -8.8817841970013E-14% | 
| Spell | 0% | 
| Global | +64.946707902464% | 
Vision
| Sight | 10 | 
| Lite | 9 | 
| Infravision | 11 | 
| See Stealth | 68.549391208114 | 
| See Invisible | 74.549391208114 | 
Offense: Mainhand
| Damage | 230 | 
| Accuracy | 63 | 
| Crit Chance | 29% | 
| APR | 15 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 122 | 
| Accuracy | 63 | 
| Crit Chance | 28% | 
| APR | 15 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 57 | 
| Crit Chance | 26% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 51 | 
| Crit Chance | 15% | 
| Speed | 1 | 
Offense: Damage Bonus
| Nature | +17% | 
| Lightning | +23% | 
| Light | +34% | 
| Darkness | +24% | 
| Blight | +20% | 
| Arcane | +50% | 
| Mind | +17% | 
| All | +8% | 
Offense: Damage Penetration
| Acid | +15% | 
| Temporal | +25% | 
| Darkness | +5% | 
| Arcane | +25% | 
| Fire | +15% | 
| Nature | +10% | 
Defense: Base
| Armour (hardiness) | 115.974937453 (100%) | 
| Defense | 36 | 
| Ranged Defense | 36 | 
| Fatigue | 46 | 
| Physical Save | 66 | 
| Spell Save | 80 | 
| Mental Save | 75 | 
Defense: Resistances
| Acid | + 24%( 70%) | 
| Blight | + 29%( 70%) | 
| Physical | + 21%( 70%) | 
| Cold | + 13%( 70%) | 
| All | + 7%( 70%) | 
| Lightning | + 32%( 70%) | 
| Light | + 36%( 70%) | 
| Temporal | + 34%( 70%) | 
| Mind | + 47%( 70%) | 
| Darkness | + 29%( 70%) | 
| Fire | + 24%( 70%) | 
| Nature | + 52%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Bleed Resistance | 20% | 
| Confusion Resistance | 80% | 
| Knockback Resistance | 0% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 50% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 736 life over 5 turns. Its effects scale with your Magic stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 40% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 590 damage for 5 turns. Its effects scale with your Magic stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 699% 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 Cunning stat.  | 
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you.  | 
Class Talents
| Wild-gift / Earthen vines | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Wild-gift / Dwarven nature | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 3/5 | 
  | 2/5 | 
| Spell / Eldritch shield | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Earth | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Eldritch stone | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 3/5 | 
  | 3/5 | 
| Wild-gift / Earthen power | 1.30 | 
  | 5/5 | 
  | 4/5 | 
  | 4/5 | 
  | 1/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 4/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 2/5 | 
  | 5/5 | 
  | 0/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Call of the wild | 1.30 | 
  | 1/5 | 
  | 4/5 | 
  | 1/5 | 
  | 4/5 | 
| Wild-gift / Harmony | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Elemental Harmony | 
| talent | Stone Vines | 
| talent | Shards | 
| talent | Eldritch Infusion | 
| beneficial effect | The target's skin turns to stone, granting 17 armour, 21 physical save and 21 spell save. Also applies 117 armour to all non-physical damage. Dwarven Resilience | 
| detrimental effect | The target is grappled, unable to move, and limited in its offensive capabilities. GrappledSilenced Pinned Physical power reduced by 45 Slowed by 53% Damage per turn 285  | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation | 
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 | 
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 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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower.  | done | 
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 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)).  | done | 
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Stone Touch (+1 level(s)).  | done | 
You failed to protect the lone alchemist from death by Borfast the Broken. Escort: lone alchemist (level 8 of Dreadfell) | failed | 
You failed to protect the lost defiler from death by Back To My Roots. Escort: lost defiler (level 1 of Old Forest) | failed | 
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 successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Lacerating Strikes (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)).  | done | 
You failed to protect the worried loremaster from death by Emelalle the wolf. Escort: worried loremaster (level 2 of Trollmire) | failed | 
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great.  | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 | 
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains.  | active | 
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you.  | 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1353.  | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * 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 | 
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations.  | done | 
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | active | 
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 within5 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 Maj'Eyal 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 |  Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 21 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use.  | 
| Light source |  Relgunarimarig the dwarven lanternInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +14 Wil Changes resistances: +18% acid Changes resistances penetration: +15% acid Changes damage: +15% arcane Critical mult.: +15.00% Mental save: +15 (+3 eff.) Spell crit. chance: +8% Light radius: +5 See stealth: +19 See invisible: +24 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
| On head |  Cracklebait the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +31 (+7 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 mind Changes stats: +7 Con Changes resistances: +37% mind Changes damage: +15% lightning / +9% mind Mental save: +30 (+7 eff.) Confusion immunity: +50% Stamina each turn: +3.13 Only die when reaching: -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| On hands |  Eilinulle (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 19 light Changes resistances: +12% lightning / +11% light / +20% blight Changes damage: +10% light Reduces incoming crit damage: 15.00% Cut immunity: +20% Only die when reaching: -80.00 life Maximum life: +80.00 When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Searing Light (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Tool |  iron torque of clear mind 'Carrionpanic' [power 1]  (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes resistances: +12% fire / +12% nature / +6% mind Changes damage: +6% nature 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 17 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers.  | 
| On fingers |  voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Con Spell save: +13 (+3 eff.) Stun/Freeze immunity: +60% Maximum stamina: +40.00 Rings can have magical properties.  | 
| On fingers |  ChoharavorPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Damage when hit (Melee): 4 arcane Changes stats: +2 Str / +7 Mag / +8 Con Changes resistances: +3% blight Changes damage: +8% all Physical save: +14 (+4 eff.) Spell save: +36 (+7 eff.) Mental save: +18 (+4 eff.) Blindness immunity: +50% Maximum stamina: +33.00 Spellpower: +14 (+4 eff.) Mindpower: +20 (+7 eff.) Infravision radius: +8 See stealth: +24 See invisible: +25 Rings can have magical properties.  | 
| Around neck |  DuathelwishPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +9 Mag Changes resistances: +15% temporal / +6% darkness / +6% cold Changes resistances penetration: +25% arcane Changes damage: +15% arcane Disease immunity: +20% Maximum life: +60.00 Amulets can have magical properties.  | 
| In main hand |  voratun shield 'Demondash' (0 def, 16 armour, 67-80.4 power, 202.5 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.0 - 80.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +6.0% Block value: +202 Damage (Melee): +18 light / +12 darkness When wielded/worn: Accuracy: +19 (+4 eff.) Armour: +16 Fatigue: +8% Damage (Melee): 29 lightning Damage when hit (Melee): 14 lightning Changes stats: +11 Str / +9 Dex / +9 Mag / +11 Cun Changes resistances: +20% light / +17% darkness Changes resistances penetration: +5% darkness Changes damage: +16% light / +16% darkness Talent granted: +1 Block Only die when reaching: -80.00 life Handheld deflection devices.  | 
| Around waist |  Salelranor the CobravileInfused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Damage when hit (Melee): 4 nature Changes stats: +6 Str / +5 Con Changes resistances: +15% lightning / +14% temporal / +18% nature / +6% fire Changes resistances penetration: +10% nature / +15% fire Changes damage: +3% nature Physical save: +12 (+3 eff.) Life regen: +2.80 Healing mod.: +25% Size category: +1 A belt that goes around your waist.  | 
| In off hand |  Porimira (0 def, 17 armour, 78.5-94.2 power, 201.5 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 78.5 - 94.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +202 On weapon hit: * Deal physical damage equal to your armor (116) On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +12.0% Physical power: +10 (+2 eff.) Armour: +17 Fatigue: +8% Changes resistances: +15% physical Changes damage: +12% arcane Talent granted: +1 Block Spell save: +6 (+1 eff.) Light radius: +3 Infravision radius: +3 Handheld deflection devices.  | 
| Cloak |  Scorchmight (3 def, 10 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +10 Defense: +3 (+2 eff.) Damage when hit (Melee): 6 fire Changes stats: +3 Dex / +5 Mag / +11 Wil / +9 Cun Changes damage: +12% blight Spell crit. chance: +6% Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  stralite mail armour 'Gakath' (29 def, 25 armour)Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +25 Defense: +29 (+11 eff.) Fatigue: +12% Changes stats: +4 Wil Changes resistances: +18% nature Changes resistances penetration: +25% temporal Reduces incoming crit damage: 15.15% Confusion immunity: +20% Maximum life: +80.00 A suit of armour made of mail.  | 
Inventory
 Infusion of Wild Growth (rad 5; dur 10;)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 69.70 physical damage and 151.01 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 movement infusion of the wizard (speed 869%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 869% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 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!  | 
 Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects!  | 
 FrigidbrightCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Defense: +9 (+4 eff.) Fatigue: -7% Changes resistances cap: +5% all Changes resistances penetration: +15% physical / +10% cold Changes damage: +9% cold Talent mastery: +0.40 Spell / Eldritch stone Physical save: +18 (+5 eff.) Life regen: +3.00 Stamina each turn: +3.00 Amulets can have magical properties.  | 
 The Far-Hand =10 con=Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 24 power out of 36/36) : Effective talent level: 4.0 Power cost: 24 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (157). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 16). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it.  | 
 Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 7 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it.  | 
 Vargh Redemption =6 con=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 20.79 cold and 20.79 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 40 power out of 60/60. This azure ring seems to be always moist to the touch.  | 
 savage's steel ring of life =2 con=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +12 (+3 eff.) Life regen: +8.00 Maximum life: +54.00 Maximum stamina: +15.00 Healing mod.: +11% Rings can have magical properties.  | 
 steel quartz ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +9 Defense: +9 (+4 eff.) Changes stats: +3 Cun / +3 Mag Stun/Freeze immunity: +30% Spellpower: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 75% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties.  | 
 steel quartz ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +3.0% Physical power: +15 (+3 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +11% acid / +1% physical / +24% darkness / +12% fire / +16% cold / +14% lightning Changes damage: +12% darkness Stun/Freeze immunity: +30% Only die when reaching: -60.00 life Maximum mana: +20.00 Rings can have magical properties.  | 
 voratun Windborne Azurite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Dex / +6 Wil / +13 Cun Changes damage: +20% lightning Damage affinity(heal): +20% lightning Mindpower: +11 (+4 eff.) Movement speed: +15% Chance to avoid any damage: +8% Rings can have magical properties.  | 
 Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+8 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent.  | 
 Tideswift the linen cloak (1 def, 0 armour) =6 con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Mag / +6 Con Changes damage: +6% cold Reduces incoming crit damage: 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Gunekalthoran (0 def, 3 armour) =7 con=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Mag / +7 Con Changes damage: +12% mind Stamina each turn: +0.40 Maximum stamina: +12.00 See invisible: +18 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 The Warped Boots (2 def, 4 armour)Requires: - Heavy armour training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+2 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+3 eff.) It can be used to activate talent Spit Blight (costing 7 power out of 50/50) : Effective talent level: 3.0 Power cost: 7 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 326.72 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power.  | 
 Beiroddatorath (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +33 (+8 eff.) Armour penetration: +5 Armour: +2 Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 59% Changes stats: +4 Cun / +7 Dex Changes resistances: +6% acid / +3% cold / +3% darkness When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +15 Armour Penetration: +14 Crit. chance: +17.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 3). It can be used to activate talent Steady Shot, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Chamerin (0 def, 1 armour) =1 con=Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 5 fire Changes stats: +1 Con Changes resistances: +6% fire / +3% light / +3% temporal Changes damage: +4% fire Poison immunity: +20% When used to modify unarmed attacks: Base power: 12.5 - 17.5 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 1). Damage (radius 2) on crit: +6 fire Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell.  | 
 steel mail armour 'Xanogawe' (2 def, 12 armour) =water breathing=Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 6 blight Changes resistances: +23% acid / +6% cold / +5% arcane Changes resistances penetration: +10% arcane Allows you to breathe in: water Physical save: +6 (+2 eff.) A suit of armour made of mail.  | 
 Breath of Eyal (10 def, 10 armour) =Resists=Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+4 eff.) Mindpower: +10 (+4 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands.  | 
 Cuirass of the Thronesmen (20 def, 32 armour)Requires: - Massive armour training - Strength 44 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 (+8 eff.) Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 (+10 eff.) Stun/Freeze immunity: +40% Knockback immunity: +40% Maximum life: +0.00 Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength.  | 
 Yvuwyn (0 def, 9 armour) =7 con=Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +5 Str / +2 Mag / +1 Cun / +7 Con Changes resistances: +12% darkness / +7% physical Mindpower: +10 (+4 eff.) Light radius: +1 See invisible: +12 It can be used to activate talent Track, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates.  | 
 impenetrable stralite plate armour of thunder (0 def, 30 armour) =Crazy offense=Requires: - Massive armour training - Strength 48 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Physical power: +19 (+4 eff.) Armour: +30 Fatigue: +22% Changes stats: +7 Str / +7 Mag / +9 Wil Changes resistances: +16% lightning Spellpower: +19 (+5 eff.) Spell crit. chance: +8% Mindpower: +18 (+6 eff.) Mental crit. chance: +8% A suit of armour made of metal plates.  | 
 voratun shield 'Airdare' (0 def, 10 armour, 67.5-81 power, 190.5 block) =Resists=Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.5 - 81.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +190 Damage (Melee): +16 blight / +18 fire When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 19 fire Changes stats: +6 Str Changes resistances: +35% lightning / +18% fire / +6% blight / +20% physical Changes resistances penetration: +25% blight / +20% lightning Talent granted: +1 Block Handheld deflection devices.  | 
 voratun shield 'Emelyrithra' (0 def, 22 armour, 68.5-82.2 power, 210.5 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +8.0% Block value: +210 Damage (radius 1) on hit: +40 fire When wielded/worn: Armour penetration: +2 Armour: +22 Fatigue: +8% Damage (Melee): 17 fire Damage when hit (Melee): 41 fire Changes resistances: +13% acid / +37% cold / +13% lightning / +13% fire Changes damage: +15% mind Talent granted: +1 Block Maximum life: +60.00 Handheld deflection devices.  | 
 5 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.  | 
 1269 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.  | 
 9 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.  | 
 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 7 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 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 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 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Flowercrack the iron pickaxe (dig speed 29 turns) =1 con=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Effects on melee hit: * 20% chance to slow global speed by 59% Damage when hit (Melee): 6 nature Changes stats: +3 Str / +2 Dex / +1 Wil / +2 Cun / +1 Con When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways.  | 
 Tooth of the Mouth (dig speed 12 turns) =Digger=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 Mummified Egg-sac of UngolëInfused 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 53 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life.  | 
 Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic.  | 
 6 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.  | 
 2 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.  | 
 12 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 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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.  | 
 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(144 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
 dreamer's dwarven lantern of illusionInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +11 (+5 eff.) Physical save: +18 (+5 eff.) Spell save: +15 (+3 eff.) Mental save: +19 (+4 eff.) Mindpower: +7 (+3 eff.) Mental crit. chance: +10% Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
 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.  | 
 Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord.  | 
 Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.  | 
 Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer.  | 
 Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot.  | 
 65 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals.  | 
 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 5 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.  | 
 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Rod of Recall (3/3)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 133 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.  | 
 2 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 20 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.  | 
 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 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.  | 
 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.  | 
 12 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.  | 
 9 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
			A dangerous secret (Insane (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By Back To My Roots the Dwarf Stone Warden level 39
19th Profit 123rd year of Ascendancy at 02:49 see stats
			Against all odds (Insane (Roguelike) difficulty)
			Killed Ukruk in the ambush.By Back To My Roots the Dwarf Stone Warden level 38
43rd Stralite 123rd year of Ascendancy at 15:12 see stats
			Back and there again (Insane (Roguelike) difficulty)
			Opened a portal to the Far East from Maj'Eyal.By Back To My Roots the Dwarf Stone Warden level 49
2nd Iron 124th year of Ascendancy at 17:47 see stats
			Brave new world (Insane (Roguelike) difficulty)
			Went to the Far East and took part in the war.By Back To My Roots the Dwarf Stone Warden level 42
33rd Profit 123rd year of Ascendancy at 10:18 see stats
			Bringer of Doom (Insane (Roguelike) difficulty)
			Killed a Bringer of Doom.By Back To My Roots the Dwarf Stone Warden level 43
32nd Dearth 123rd year of Ascendancy at 08:50 see stats
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Back To My Roots the Dwarf Stone Warden level 17
3rd Dearth 122nd year of Ascendancy at 09:01 see stats
			Destroyer's bane (Insane (Roguelike) difficulty)
			Killed Golbug the Destroyer.By Back To My Roots the Dwarf Stone Warden level 40
29th Profit 123rd year of Ascendancy at 18:13 see stats
			Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Back To My Roots the Dwarf Stone Warden level 33
8th Stralite 123rd year of Ascendancy at 11:01 see stats
			Earth Master (Insane (Roguelike) difficulty)
			Killed Harkor'Zun and unlocked Stone magic.By Back To My Roots the Dwarf Stone Warden level 31
35th Steel 123rd year of Ascendancy at 18:31 see stats
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Back To My Roots the Dwarf Stone Warden level 20
43rd Dearth 122nd year of Ascendancy at 19:02 see stats
			Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Back To My Roots the Dwarf Stone Warden level 31
38th Steel 123rd year of Ascendancy at 00:05 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 Back To My Roots the Dwarf Stone Warden level 30
17th Iron 123rd year of Ascendancy at 19:45 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Back To My Roots the Dwarf Stone Warden level 10
6th Profit 122nd year of Ascendancy at 09:07 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Back To My Roots the Dwarf Stone Warden level 20
37th Dearth 122nd year of Ascendancy at 21:10 see stats
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By Back To My Roots the Dwarf Stone Warden level 30
16th Iron 123rd year of Ascendancy at 02:49 see stats
			Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.By Back To My Roots the Dwarf Stone Warden level 40
26th Profit 123rd year of Ascendancy at 06:35 see stats
			Rescuer of the lost (Insane (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Back To My Roots the Dwarf Stone Warden level 32
18th Gold 123rd year of Ascendancy at 11:57 see stats
			Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Back To My Roots the Dwarf Stone Warden level 38
45th Stralite 123rd year of Ascendancy at 20:11 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Back To My Roots the Dwarf Stone Warden level 15
22nd Profit 122nd year of Ascendancy at 21:25 see stats
			Sliders (Insane (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.By Back To My Roots the Dwarf Stone Warden level 41
29th Profit 123rd year of Ascendancy at 19:41 see stats
			Squadmate (Insane (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By Back To My Roots the Dwarf Stone Warden level 5
19th Voratun 122nd year of Ascendancy at 01:07 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Back To My Roots the Dwarf Stone Warden level 9
3rd Profit 122nd year of Ascendancy at 18:38 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 Back To My Roots the Dwarf Stone Warden level 31
16th Gold 123rd year of Ascendancy at 05:50 see stats
			The bigger the better! (Insane (Roguelike) difficulty)
			Did over 3000 damage in one attack.By Back To My Roots the Dwarf Stone Warden level 48
2nd Iron 124th year of Ascendancy at 10:49 see stats
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Back To My Roots the Dwarf Stone Warden level 25
13rd Loss 122nd year of Ascendancy at 16:41 see stats
			There and back again (Insane (Roguelike) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Back To My Roots the Dwarf Stone Warden level 43
24th Wealth 123rd year of Ascendancy at 22:51 see stats
			Thralless (Insane (Roguelike) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.By Back To My Roots the Dwarf Stone Warden level 31
15th Gold 123rd year of Ascendancy at 19:07 see stats
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Back To My Roots the Dwarf Stone Warden level 23
3rd Loss 122nd year of Ascendancy at 21:08 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Back To My Roots the Dwarf Stone Warden level 15
33rd Profit 122nd year of Ascendancy at 21:32 see stats
			Unstoppable (Insane (Roguelike) difficulty)
			Returned from the dead.By Back To My Roots the Dwarf Stone Warden level 12
11st Profit 122nd year of Ascendancy at 16:40 see stats
			Vampire crusher (Insane (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Back To My Roots the Dwarf Stone Warden level 37
42nd Stralite 123rd year of Ascendancy at 14:05 see stats
			You were not supposed to see that! (Insane (Roguelike) difficulty)
			Read a Forbidden Tome.By Back To My Roots the Dwarf Stone Warden level 43
40th Dearth 123rd year of Ascendancy at 12:54 see stats
Log
Grappling hits Back To My Roots for 20 physical, 2 physical, 8 physical, 22 physical, 2 physical, 8 physical, 11 physical (75 total damage).
Salynor the ancient elven mummy is seized by a stone vine.
Grappled from Salynor the ancient elven mummy hits Back To My Roots for 261 physical damage.
Stone Vine from Back To My Roots hits Stone troll for 43 nature, 29 arcane (72 total damage).
Stone Vine from Back To My Roots hits Salynor the ancient elven mummy for (25 flat reduction), 0 nature, (22 flat reduction), 0 arcane (0 total damage).
Salynor the ancient elven mummy throws two quick punches.
Salynor the ancient elven mummy performs a melee critical strike against Back To My Roots!
Back To My Roots counter attacks Salynor the ancient elven mummy with his shield shards!
Back To My Roots performs a melee critical strike against Salynor the ancient elven mummy!
Salynor the ancient elven mummy's is vulnerable to attacks and effects!
Salynor the ancient elven mummy performs a melee critical strike against Back To My Roots!
Salynor the ancient elven mummy uses Set Up.
Salynor the ancient elven mummy is moving defensively!
Melee retaliation hits Salynor the ancient elven mummy for (12 flat reduction), 0 lightning, (5 flat reduction), 0 fire, (3 flat reduction), 0 nature, (29 flat reduction), 1 arcane, (7 flat reduction), 0 mind, (12 flat reduction), 0 lightning, (5 flat reduction), 0 fire, (3 flat reduction), 0 nature, (29 flat reduction), 1 arcane, (7 flat reduction), 0 mind (2 total damage).
Back To My Roots hits Salynor the ancient elven mummy for (29 flat reduction), 77 nature, (23 flat reduction), 0 light, (15 flat reduction), 0 darkness, (29 flat reduction), 7 lightning, (24 flat reduction), 0 light, (29 flat reduction), 25 arcane, (29 flat reduction), 45 nature, (29 flat reduction), 14 lightning, (29 flat reduction), 0 light, (29 flat reduction), 37 arcane, (29 flat reduction), 47 physical (253 total damage).
Grappling hits Back To My Roots for 0 physical, 25 physical, 2 physical, 8 physical, 14 physical, 5 physical, 0 physical, 12 physical, 15 physical, 0 physical (82 total damage).
Salynor the ancient elven mummy hits Back To My Roots for 355 physical, 308 physical (662 total damage).
Grappled from Salynor the ancient elven mummy hits Back To My Roots for 261 physical damage.
Salynor the ancient elven mummy throws a finishing uppercut.
Salynor the ancient elven mummy performs a melee critical strike against Back To My Roots!
Back To My Roots resists the stun!
Melee retaliation hits Salynor the ancient elven mummy for (12 flat reduction), 0 lightning, (5 flat reduction), 0 fire, (3 flat reduction), 0 nature, (29 flat reduction), 1 arcane, (7 flat reduction), 0 mind (1 total damage).
Salynor the ancient elven mummy hits Back To My Roots for 631 physical damage.
Back To My Roots the level 49 dwarf stone warden was eviscerated to death by Salynor the ancient elven mummy on level 2 of Elven Ruins.
Back To My Roots deactivates Eldritch Infusion.
Back To My Roots deactivates Stone Vines.
Back To My Roots deactivates Elemental Harmony.
Back To My Roots deactivates Shards.
Back To My Roots is free from the grapple.
Back To My Roots's skin returns to normal.

























































































































