











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | Arcane Blade | 
| Level / Exp | 21 / 5% | 
| Size | medium | 
| Lifes / Deaths | Killed by snow giant boulder thrower at level 19 on the 79th Dusk 122nd year of Ascendancy at 02:11 0 / 6Killed by Burb the snow giant champion at level 19 on the 79th Dusk 122nd year of Ascendancy at 08:18 Killed by Glildata the green ooze at level 20 on the 11st Haze 122nd year of Ascendancy at 00:46 Killed by Assassin Lord at level 21 on the 40th Haze 122nd year of Ascendancy at 19:26 Killed by Assassin Lord at level 21 on the 40th Haze 122nd year of Ascendancy at 20:01 Killed by Assassin Lord at level 21 on the 40th Haze 122nd year of Ascendancy at 20:11  | 
Primary Stats
| Strength | 24 (base 13) | 
| Dexterity | 27 (base 10) | 
| Constitution | 15 (base 10) | 
| Magic | 87 (base 50) | 
| Willpower | 24 (base 10) | 
| Cunning | 70 (base 42) | 
Resources
| Life | -108/516 | 
| Mana | 280/290 | 
| Stamina | 175/195 | 
| Equilibrium | 0 | 
| Healing Factor | 1.1760311219418 | 
| Regeneration | 7.3501945121362 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
| Infravision | 5 | 
| See Stealth | 38.827624371925 | 
| See Invisible | 38.827624371925 | 
Offense: Mainhand
| Damage | 19 | 
| Accuracy | 32 | 
| Crit Chance | 30% | 
| APR | 10 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 8 | 
| Accuracy | 32 | 
| Crit Chance | 22% | 
| APR | 12 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 55 | 
| Crit Chance | 23% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 37 | 
| Crit Chance | 19% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +27% | 
| Nature | +5% | 
| Mind | +6% | 
| Cold | +10% | 
| All | 0% | 
Offense: Damage Penetration
| Blight | +5% | 
| Lightning | +15% | 
| Darkness | +5% | 
Defense: Base
| Armour (hardiness) | 7 (51.69962066283%) | 
| Defense | 34 | 
| Ranged Defense | 34 | 
| Fatigue | 0 | 
| Physical Save | 13 | 
| Spell Save | 29 | 
| Mental Save | 29 | 
Defense: Resistances
| Acid | + 3%( 70%) | 
| Blight | + 10%( 70%) | 
| Arcane | + 5%( 70%) | 
| Cold | + 16%( 70%) | 
| All | 0%( 70%) | 
| Lightning | + 47%( 70%) | 
| Light | + 16%( 70%) | 
| Mind | + 3%( 70%) | 
| Darkness | + 14%( 70%) | 
| Fire | + 16%( 70%) | 
| Nature | + 16%( 70%) | 
Defense: Immunities
| Pinning Resistance | 32% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 21% | 
| Disarm Resistance | 35% | 
| Poison Resistance | 20% | 
| Blind Resistance | 22% | 
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 260 damage for 3 turns. Its effects scale with your Cunning stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1328% for 10 turns (27 total) and instantly restoring 66 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 110 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 661% 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.  | 
Class Talents
| Technique / Magical combat | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat techniques | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Earth | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Fire | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Enhancement | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Spell / Air | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
  | 5/5 | 
Generic Talents
| Spell / Aegis | 1.00 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
  | 2/5 | 
| Wild-gift / Harmony | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Conveyance | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | active | 
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)).  | done | 
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5.  | done | 
You failed to protect the lost warrior from death by Salunn the bee swarm. Escort: lost warrior (level 4 of Old Forest) | failed | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | active | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade.  | done | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the 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.  | active | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.'  | active | 
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | active | 
Equipment
| On feet |  pair of rough leather boots 'Narand' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag / +2 Wil Changes resistances: +6% fire / +3% light / +6% cold Changes resistances penetration: +5% blight Critical mult.: +5.00% Mana each turn: +0.12 A pair of boots made of leather.  | 
| Light source |  ShinegloryCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% acid / +3% darkness / +5% arcane / +3% mind / +3% lightning Light radius: +9 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 |  Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 42.24 to 126.72 lightning damage (84.48 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms.  | 
| On hands |  Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid.  | 
| Tool |  Glolrawyn [power 218]  (17/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +1 Mag Changes damage: +6% mind Critical mult.: +20.00% Mana when firing critical spell: +2.00 It can be used to create a shield absorbing up to 218 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
| On fingers |  voratun ring 'Gluda'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Effects on melee hit: * 10% chance to slow global speed by 51% Changes stats: +6 Dex / +6 Wil / +13 Cun Changes resistances: +6% nature / +12% lightning Disarm immunity: +35% Pinning immunity: +32% Knockback immunity: +21% Maximum life: +40.00 Mindpower: +9 (+4 eff.) Rings make your fingers look great!  | 
| On fingers |  steel ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great!  | 
| Around neck |  starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +11% darkness Blindness immunity: +22% Amulets make your neck look great!  | 
| In main hand |  Spellblaze Shard (120% power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle.  | 
| Around waist |  Silanne the StormrotPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances: +3% light Changes resistances penetration: +15% lightning Changes damage: +6% lightning Mental save: +6 (+3 eff.) Mana each turn: +0.08 Spellpower: +3 (+1 eff.) A belt that goes around your waist.  | 
| In off hand |  iron dagger 'Gloomspiker' (98% power, 12 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 99% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +11% When wielded/worn: Changes resistances penetration: +5% darkness Life regen: +2.00 Only die when reaching: -80.00 life Sharp, short and deadly.  | 
| Cloak |  linen cloak of sorcery (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +2 Wil Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  hardened leather armour of Eyal (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 (+4 eff.) Fatigue: +8% Life regen: +4.00 Maximum life: +23.00 Healing mod.: +13% A suit of armour made of leather.  | 
Inventory
 shatter afflictions rune of the sneak (absorb 90; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 90 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 HanunikCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +2 Defense: +6 (+3 eff.) Changes stats: +3 Cun / +4 Con Changes damage: +6% physical Rings make your fingers look great!  | 
 psionicist's copper ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +20.00 Rings make your fingers look great!  | 
 rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Rings make your fingers look great!  | 
 rogue's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +20.00 Rings make your fingers look great!  | 
 savior's steel ring of time (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +11% temporal Changes damage: +11% temporal Physical save: +6 (+6 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Rings make your fingers look great!  | 
 iron greatsword (116% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 116% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords.  | 
 flaming iron longsword (107% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 107% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +5 fire Sharp, long, and deadly.  | 
 Poralle the BlizzardrockInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 6 acid / 2 cold Changes resistances: +5% lightning / +6% temporal Changes resistances penetration: +15% light / +5% acid A belt that goes around your waist.  | 
 enveloping linen cloak of Eldoral (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +1 Cun / +1 Dex Physical save: +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Aerydalle (3 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Changes resistances: +3% darkness / +3% nature / +7% all Physical save: +16 (+11 eff.) Stun/Freeze immunity: +10% Only die when reaching: -40.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Zorin the Strikehunger (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Damage when hit (Melee): 2 mind Changes stats: +3 Str / +1 Dex / +2 Con Changes resistances: +3% lightning Reduces incoming crit damage: 5.00% Infravision radius: +1 A pair of boots made of leather.  | 
 Isyrialle the Arcstreak (31 def, 11 armour)Requires: - Strength 14 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +1.0% Armour: +11 Defense: +31 (+12 eff.) Fatigue: +7% Damage (Melee): 6 fire Damage (Ranged): 5 fire Changes stats: +4 Cun / +3 Wil Changes resistances: +3% lightning / +12% physical / +12% blight / +13% fire / +12% nature Mental save: +12 (+6 eff.) Only die when reaching: -20.00 life A suit of armour made of leather.  | 
 rejuvenating rough leather armour (3 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Life regen: +2.20 Stamina each turn: +0.50 A suit of armour made of leather.  | 
 rough leather armour (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather.  | 
 13 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.  | 
 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 5 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.  | 
 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 5 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.  | 
 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+4 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.  | 
 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 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life.  | 
 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 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.  | 
 NoonparryCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Con Changes resistances: +6% light Reduces incoming crit damage: 5.00% Light radius: +6 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.  | 
 brass lantern2.00 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.  | 
 Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 5 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.  | 
 7 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.  | 
 9 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
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Claco the Cornac Arcane Blade level 19
77th Dusk 122nd year of Ascendancy at 00:35 see stats
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Claco the Cornac Arcane Blade level 10
3rd Summertide 122nd year of Ascendancy at 22:09 see stats
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By Claco the Cornac Arcane Blade level 20
9th Haze 122nd year of Ascendancy at 12:35 see stats
			Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.By Claco the Cornac Arcane Blade level 20
10th Haze 122nd year of Ascendancy at 18:26 see stats
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Claco the Cornac Arcane Blade level 10
3rd Summertide 122nd year of Ascendancy at 22:21 see stats
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Claco the Cornac Arcane Blade level 16
26th Dusk 122nd year of Ascendancy at 05:07 see stats
Log
Claco is poisoned!
Assassin Lord performs a melee critical strike against Claco!
Your shield crumbles under the damage!
The shield around Claco crumbles.
Melee retaliation hits Assassin Lord for 4 mind, 3 mind (8 total damage).
Assassin Lord hits Claco for (126 absorbed), 0 darkness, (11 absorbed), 0 blight, (21 absorbed), 0 darkness, (60 absorbed), 65 darkness, 7 cold, 21 darkness (93 total damage).
Claco activates Arcane Combat.
Claco fails to use Lightning.
Bandit deactivates Stealth.
Melee retaliation hits Bandit for 5 mind, 5 mind (10 total damage).
Bandit hits Claco for 46 physical, 30 physical (76 total damage).
Talent Virulent Disease is ready to use.
Talent Chain Lightning is ready to use.
Epidemic from Assassin Lord hits Claco for 20 blight damage.
Deadly Poison from Assassin Lord hits Claco for 20 nature damage.
Claco hits Bandit for 15 lightning damage.
Claco hits Assassin Lord for 11 lightning damage.
Assassin Lord performs a melee critical strike against Claco!
Melee retaliation hits Assassin Lord for 3 mind, 3 mind (7 total damage).
Assassin Lord hits Claco for 229 darkness, 11 blight, 21 darkness, 73 darkness, 7 cold, 21 darkness (362 total damage).
Claco casts Lightning.
Claco hits Assassin Lord for 195 lightning damage.
Bandit misses Claco.
Melee retaliation hits Bandit for 5 mind damage.
Bandit hits Claco for 26 physical damage.
Talent Arcane Strike is ready to use.
Deadly Poison from Assassin Lord hits Claco for 36 nature damage.
Claco the level 21 cornac arcane blade was treehugged to death by Assassin Lord on level 2 of Unknown tunnels.























































































