












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:
 Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Nightmare Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | Skirmisher | 
| Level / Exp | 22 / 9% | 
| Size | big | 
| Lifes / Deaths | Killed by forest wight at level 9 on the 8th Mirth 122nd year of Ascendancy at 11:070 / 5 Killed by multi-hued drake at level 20 on the 54th Haze 122nd year of Ascendancy at 05:55 Killed by Burb the snow giant champion at level 21 on the 55th Haze 122nd year of Ascendancy at 11:50 Killed by Gludanor the snow giant thunderer at level 21 on the 69th Haze 122nd year of Ascendancy at 21:37 Killed by Emelyna the dredgling at level 22 on the 72nd Haze 122nd year of Ascendancy at 16:00 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 24 (base 10) | 
| Dexterity | 63 (base 51) | 
| Constitution | 42 (base 10) | 
| Magic | 10 (base 10) | 
| Willpower | 28 (base 13) | 
| Cunning | 56 (base 41) | 
Resources
| Life | 532/532 | 
| Stamina | 150/188 | 
| Equilibrium | 30 | 
| Healing Factor | 1.2264150943396 | 
| Regeneration | 7.5528842756955 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +10% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 9 | 
| See Stealth | 8 | 
| See Invisible | 7 | 
Offense: Mainhand
| Damage | 102 | 
| Accuracy | 63 | 
| Crit Chance | 25% | 
| APR | 9 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 5 | 
| Crit Chance | 15% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 31 | 
| Crit Chance | 16% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +15% | 
| Physical | +10% | 
| Arcane | +21% | 
| Cold | +27% | 
| Darkness | +9% | 
Offense: Damage Penetration
| Blight | +10% | 
Defense: Base
| Armour (hardiness) | 47.795620437956 (94.077356439232%) | 
| Defense | 67 | 
| Ranged Defense | 67 | 
| Fatigue | 4.8721804511278 | 
| Physical Save | 47 | 
| Spell Save | 33 | 
| Mental Save | 33 | 
Defense: Resistances
| Acid | + 7%( 70%) | 
| Blight | + 3%( 70%) | 
| Arcane | + 9%( 70%) | 
| Cold | + 6%( 70%) | 
| All | 0%( 70%) | 
| Lightning | + 20%( 70%) | 
| Light | + 6%( 70%) | 
| Temporal | + 25%( 70%) | 
| Physical | + 9%( 70%) | 
| Darkness | + 27%( 70%) | 
| Fire | + 15%( 70%) | 
| Mind | + 9%( 70%) | 
Defense: Immunities
| Teleport Resistance | 0% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 20% | 
Inscriptions (4/4)
| 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: Wild Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| 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. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 184 life over 5 turns. Its effects scale with your Willpower stat. | 
Class Talents
| Cunning / Poisons | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Tireless Combatant | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| Technique / Skirmisher - Slings | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Cunning / Called Shots | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Buckler Training | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Antimagic | 1.00 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Mobility | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| Cunning / Scoundrel | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Apply Poison | 
| talent | Trained Reactions | 
| talent | Counter Shot | 
| talent | Numbing Poison | 
| talent | Bombardment | 
| talent | Antimagic Shield | 
| beneficial effect | Increases defense by 23.Mobile Defense | 
| 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 | The more you use infusions, the longer they will take to recharge (+2 cooldowns).Infusion Saturation | 
| beneficial effect | You gain 18% resistance against darkness and temporal.Resolve | 
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 | 
| 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 skeleton archer.Escort: injured seer (level 2 of Ruins of Kor'Pul) | failed | 
| You successfully escorted the lost defiler to the recall portal on level 2 of Daikara.Escort: lost defiler (level 2 of Daikara) As a reward you improved Willpower by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Old Forest.Escort: repented thief (level 2 of Old Forest) As a reward you improved Dexterity by +5. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| 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 | 
| 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 Fortress With one of the notes there was a small gem that looks like a key. | active | 
| 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. * 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. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed naga tongue. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active | 
| You have been invited to join a group called the Ziguranth, dedicated to opposing magic.The Curse of Magic | done | 
| 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 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 |  Duathelsage the pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 6 mind Changes stats: +3 Cun / +1 Wil Changes resistances: +5% lightning / +8% temporal / +6% darkness Changes damage: +12% cold Critical mult.: +5.00% Mental crit. chance: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Quiver |  pouch of dwarven-steel shots 'Runyrach' (17/17, 42-50.4 power, 9 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 42.0 - 50.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +12.0% Capacity: 17 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 5 On weapon crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Travel speed: +100% When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. | 
| Light source |  Prismtreason the brass lantern Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Con Changes resistances: +6% light Mental save: +6 (+3 eff.) Only die when reaching: -20.00 life Light radius: +6 See stealth: +8 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  Steel Helm of Garkul (0 def, 6 armour) Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. | 
| On hands |  scouring dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects when hit in melee: * 17 arcane resource burn Spell save: +13 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
| Tool |  Bizzare Contraption 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. | 
| On fingers |  Kindledeath the gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +4 Str / +5 Con Changes resistances: +12% fire Changes resistances penetration: +10% blight Maximum mana: +100.00 Spell crit. chance: +1% Light radius: +3 Rings can have magical properties. | 
| On fingers |  Isaletha the Murkbrand Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +3% blight / +9% temporal / +5% arcane / +3% darkness Changes damage: +9% darkness Physical save: +10 (+3 eff.) Rings can have magical properties. | 
| Around neck |  Issygar Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +2 Defense: +10 (+3 eff.) Fatigue: -4% Changes stats: +7 Dex / +4 Cun / +4 Con Life regen: +1.00 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. | 
| In main hand |  hardened leather sling of enduring Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +7 Con / +5 Wil Maximum life: +10.00 Slings are used to hurl stones or metal shots at your foes. | 
| Around waist |  Glareterror Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Damage when hit (Melee): 6 light Changes resistances: +5% arcane Changes damage: +21% arcane / +12% cold Spell save: +8 (+4 eff.) Size category: +1 A belt that goes around your waist. | 
| In off hand |  Yarytir the steel shield (0 def, 10 armour, 20-24 power, 80.5 block) Requires: - Shield usage training - Cunning 16 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 20.0 - 24.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +8.0% Block value: +80 When wielded/worn: Armour: +10 Fatigue: +8% Changes resistances: +10% mind Talent granted: +1 Block Physical save: +15 (+5 eff.) Handheld deflection devices. | 
| Cloak |  Glacieridol (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +5 Str / +2 Con Changes resistances: +3% fire Changes damage: +3% cold Physical save: +3 (+1 eff.) Knockback immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  reinforced leather armour of the deep (12 def, 10 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +10 Defense: +12 (+3 eff.) Fatigue: +8% Changes resistances: +8% acid / +7% cold Allows you to breathe in: water A suit of armour made of leather. | 
Inventory
|  Floeminister Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag / +3 Wil Changes resistances: +6% cold Changes resistances penetration: +5% acid / +15% cold Changes damage: +3% acid Talent masteries: +0.13 Cunning / Poisons +0.13 Cunning / Scoundrel Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +24.00 Amulets can have magical properties. | 
|  swashbuckler's steel shield of fire resistance (+17%) (0 def, 4 armour, 13-15.6 power, 44.5 block) Requires: - Shield usage training - Cunning 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.0 - 15.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +44 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +4 Fatigue: +8% Changes stats: +4 Str / +3 Dex Changes resistances: +17% fire Talent granted: +1 Block Handheld deflection devices. | 
|  Firetide the hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce all saves and defense by 21 Changes stats: +3 Wil Changes resistances: +16% blight / +16% darkness Changes resistances penetration: +25% mind / +20% acid Changes damage: +3% mind / +6% fire Light radius: +1 A suit of armour made of leather. | 
|  Eclipsebreaker Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness Changes resistances: +9% darkness Changes resistances penetration: +5% mind Changes damage: +3% darkness Life regen: +0.70 Healing mod.: +12% A belt that goes around your waist. | 
|  This item will automatically be transmogrified when you leave the level. Chillwreath Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 10% Damage when hit (Melee): 6 temporal Changes resistances: +12% temporal Changes resistances penetration: +11% physical Changes damage: +18% cold / +9% physical A belt that goes around your waist. | 
|  rough leather gloves 'Breniruidar' (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +1 Damage (Melee): 6 fire Changes stats: +2 Cun Changes resistances: +5% fire Changes damage: +3% fire Mental save: +3 (+2 eff.) Maximum psi: +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Radiancebliss (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +3% light Changes resistances penetration: +20% light Changes damage: +15% light / +3% temporal / +3% darkness / +7% physical Mana each turn: +0.10 Spellpower: +6 (+3 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... | 
|  3 agate 0.00 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. | 
|  5 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  5 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. | 
|  6 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. | 
|  4 zircon 0.00 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. | 
|  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. | 
|  8 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. | 
|  9 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  6 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. | 
|  73 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. | 
|  woodsman's iron pickaxe (dig speed 36 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  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. | 
|  Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  cleansing dwarven-steel torque of psionic shield [power 63]  (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 63 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. | 
|  Heart of the Sandworm Queen Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. | 
Achievements
 Antimagic! (Nightmare (Adventure) difficulty)
			Completed antimagic training in the Ziguranth camp.
			Antimagic! (Nightmare (Adventure) difficulty)
			Completed antimagic training in the Ziguranth camp.By Bob the Cornac Skirmisher level 16
38th Dusk 122nd year of Ascendancy at 11:02 see stats
 Bringer of Doom (Nightmare (Adventure) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Nightmare (Adventure) difficulty)
			Killed a Bringer of Doom.By Bob the Cornac Skirmisher level 17
50th Dusk 122nd year of Ascendancy at 06:02 see stats
 Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Bob the Cornac Skirmisher level 21
55th Haze 122nd year of Ascendancy at 09:55 see stats
 Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Bob the Cornac Skirmisher level 10
3rd Flare 122nd year of Ascendancy at 22:40 see stats
 Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By Bob the Cornac Skirmisher level 20
53rd Haze 122nd year of Ascendancy at 10:17 see stats
 Rescuer of the lost (Nightmare (Adventure) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Nightmare (Adventure) difficulty)
			Rescued the merchant from the assassin lord.By Bob the Cornac Skirmisher level 13
9th Dusk 122nd year of Ascendancy at 01:10 see stats
 The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Bob the Cornac Skirmisher level 9
2nd Mirth 122nd year of Ascendancy at 04:12 see stats
 The Right thing to do (Nightmare (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Nightmare (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Bob the Cornac Skirmisher level 19
75th Dusk 122nd year of Ascendancy at 01:29 see stats
 The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.By Bob the Cornac Skirmisher level 9
10th Mirth 122nd year of Ascendancy at 12:36 see stats
 Thralless (Nightmare (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless (Nightmare (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.By Bob the Cornac Skirmisher level 19
74th Dusk 122nd year of Ascendancy at 12:41 see stats
 Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Bob the Cornac Skirmisher level 16
30th Dusk 122nd year of Ascendancy at 12:46 see stats
Log
Emelyna the dredgling's creeping dark hits Bob for (24 antimagic), 0 darkness (0 total damage).
Bob uses Bash and Smash.
Melee retaliation strikes Bob in the darkness (+26% damage).
Melee retaliation hits Bob for (4 antimagic), 0 temporal (0 total damage).
Bob hits Emelyna the dredgling for 50 physical damage.
Shadow misses Bob.
Emelyna the dredgling casts Dust to Dust.
Emelyna the dredgling strikes Bob in the darkness (+26% damage).
Emelyna the dredgling hits Bob for (24 antimagic), 5 temporal, 42 physical (47 total damage).
Bob's manaburn arcane area effect hits Shadow for 32 arcane damage.
Bob's manaburn arcane area effect hits Shadow for 32 arcane damage.
Bob's manaburn arcane area effect hits Emelyna the dredgling for 0 arcane damage.
Bob's manaburn arcane area effect hits Bob for 0 arcane damage.
Poison bursts out of Emelyna the dredgling's corpse!
Bob's Bash and Smash hits Emelyna the dredgling for 244 physical damage.
Bob's Bash and Smash killed Emelyna the dredgling!
Talent Swift Shot is ready to use.
Bob stops regenerating health quickly.
Bob picks up (e.): Chillwreath.
Bob deactivates Trained Reactions.
Bob deactivates Counter Shot.
Bob deactivates Antimagic Shield.
Bob is no longer attuned.
Bob deactivates Bombardment.
Bob deactivates Apply Poison.
Bob deactivates Numbing Poison.















































