
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Paradox Mage | 
| Level / Exp | 31 / 53% | 
| Size | medium | 
| Lifes / Deaths | Killed by The Master at level 31 on the 61st Dusk 123rd year of Ascendancy at 14:45/ 1 | 
Primary Stats
| Strength | 24 (base 10) | 
| Dexterity | 15 (base 10) | 
| Constitution | 41 (base 31) | 
| Magic | 79 (base 60) | 
| Willpower | 55 (base 44) | 
| Cunning | 16 (base 10) | 
Resources
| Life | -201/819 | 
| Paradox | 581 | 
| Healing Factor | 1.4281403954777 | 
| Regeneration | 0.35703509886944 | 
Speed
| Mental | -1.4654943925052E-11% | 
| Attack | -1.4654943925052E-11% | 
| Movement | +4.4408920985006E-14% | 
| Spell | -1.4654943925052E-11% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
Offense: Mainhand
| Damage | 39 | 
| Accuracy | 9 | 
| Crit Chance | 11% | 
| APR | 6 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 52 | 
| Crit Chance | 23% | 
| Speed | 1.0000000000001 | 
Offense: Mind
| Mindpower | 32 | 
| Crit Chance | 3% | 
| Speed | 1.0000000000001 | 
Offense: Damage Bonus
| Darkness | +14% | 
| Light | +6% | 
| Temporal | +46% | 
| Physical | +16% | 
| All | 0% | 
Offense: Damage Penetration
| Darkness | +24% | 
| Temporal | +31% | 
| Physical | +7% | 
| Mind | +25% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 36 (30%) | 
| Defense | 32 | 
| Ranged Defense | 32 | 
| Fatigue | 0 | 
| Physical Save | 30 | 
| Spell Save | 41 | 
| Mental Save | 34 | 
Defense: Resistances
| Acid | + 37%( 70%) | 
| Blight | + 51%( 70%) | 
| Arcane | + 18%( 70%) | 
| Mind | + 19%( 70%) | 
| All | + 14%( 70%) | 
| Darkness | + 39%( 70%) | 
| Temporal | + 37%( 70%) | 
| Physical | + 31%( 70%) | 
| Nature | + 28%( 70%) | 
Defense: Immunities
| Stun Resistance | 20% | 
| Confusion Resistance | 40% | 
| Teleport Resistance | 10% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 33% | 
| Pinning Resistance | 20% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0Rune: Dissipation Use mode: Activated Range: 10 Cooldown: 20 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. | 
| 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 209 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 642% 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 Willpower stat. | 
| 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 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. | 
Class Talents
| Chronomancy / Spacetime Folding | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Gravity | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Chronomancy / Stasis | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Chronomancy / Speed Control | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Chronomancy / Timetravel | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| Chronomancy / Flux | 1.30 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| Chronomancy / Matter | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
Generic Talents
| Chronomancy / Chronomancy | 1.30 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| Chronomancy / Spacetime Weaving | 1.30 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Chronomancy / Fate Weaving | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | 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 | done | 
| You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest.Escort: lost defiler (level 1 of Old Forest) As a reward you improved Magic by +5. | done | 
| You failed to protect the lost sun paladin from death by snow giant boulder thrower.Escort: lost sun paladin (level 2 of Daikara) | failed | 
| You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest.Escort: lost sun paladin (level 3 of Old Forest) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell.Escort: lost sun paladin (level 5 of Dreadfell) As a reward you improved Magic by +5. | done | 
| You failed to protect the lost warrior from death by Hekeon.Escort: lost warrior (level 2 of Old Forest) | failed | 
| You failed to protect the lost warrior from death by skeleton warrior.Escort: lost warrior (level 3 of Dreadfell) | failed | 
| You failed to protect the lost warrior from death by Hekeon.Escort: lost warrior (level 6 of Dreadfell) | failed | 
| You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell.Escort: repented thief (level 4 of Dreadfell) As a reward you improved talent Misdirection (+1 level(s)). | done | 
| The unhallowed morass is the name of the 'zone' surrounding Point Zero.Future Echoes The temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 | 
| You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it?Hunt for the legendary Plumpkin! You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active | 
| 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Shax 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. * 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. | 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. * 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 | 
| 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 has completed an elixir of precision without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed green worm. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active | 
| 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 Dread There 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! | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 10 lumberjacks have died. | done | 
| You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power.The fall of Zigur The defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear | active | 
| 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 |  dreamer's pair of hardened leather boots of void walking (0 def, 3 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Cun / +3 Wil Changes resistances: +18% darkness / +16% temporal Changes resistances penetration: +14% darkness / +14% temporal Physical save: +7 (+3 eff.) Spell save: +5 (+1 eff.) Mental save: +7 (+3 eff.) Defense after a teleport: +19 Resist all after a teleport: +13% New effects duration reduction after a teleport: +10% A pair of boots made of leather. | 
| Light source |  Mubers the brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Cun / +4 Con Changes damage: +6% physical Maximum life: +41.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  drakeskin leather cap 'Khelahek' (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +5 Wil Changes resistances: +10% blight / +15% acid Reduces incoming crit damage: 10.00% Spell save: +12 (+4 eff.) Mental save: +10 (+5 eff.) Confusion immunity: +20% Healing mod.: +20% A cap made of leather. | 
| Tool |  Layutta the dragonbone totem of stinging [power 494]  (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +12% blight / +3% acid / +3% darkness / +6% mind Physical save: +3 (+1 eff.) Maximum life: +60.00 It can be used to sting an enemy dealing 494 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  Emana Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Fatigue: -8% Changes stats: +6 Str Changes resistances: +9% blight / +9% nature / +5% arcane Maximum encumbrance: +28 Poison immunity: +23% Disease immunity: +15% Confusion immunity: +20% Stun/Freeze immunity: +20% Teleport immunity: +10% Rings make your fingers look great! | 
| On fingers |  gold ring 'Emelekira' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 36% Changes stats: +2 Str / +5 Dex / +1 Wil Changes resistances: +6% blight / +3% temporal / +7% nature / +3% acid Poison immunity: +10% Disease immunity: +16% Rings make your fingers look great! | 
| Around waist |  drakeskin leather belt 'Belytta' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+3 eff.) Defense: +10 (+5 eff.) Changes resistances: +6% blight / +6% acid Changes resistances penetration: +25% mind Critical mult.: +11.00% Pinning immunity: +20% Maximum life: +100.00 A belt that goes around your waist. | 
| In main hand |  dragonbone starstaff 'Unlightshear' (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Wil Changes damage: +30% temporal / +6% darkness / +6% light Talent granted: +1 Command Staff Critical mult.: +17.00% Equilibrium when hit: +0.24 Hate when firing a critical mind attack: +2.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. | 
| On hands |  Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. | 
| Main armor |  ancient cashmere robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +1 Mag Changes resistances: +11% all Changes resistances penetration: +7% temporal / +7% physical Changes damage: +8% temporal / +10% physical Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak |  cashmere cloak of implacability (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +8 (+4 eff.) Mental save: +7 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Daneth's Neckguard Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. | 
Inventory
|  This item will automatically be transmogrified when you leave the level. heroism infusion of the titan (die at -529; dur 9; cd 30) 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: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -529 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1058 life, 18 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution 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. | 
|  Rune of the Rift (370.00 temporal damage, removed from time 4 turns) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 540.20 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. | 
|  shatter afflictions rune of the duelist (absorb 96; cd 22) 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: 22 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 96 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 Dexterity 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. | 
|  grounding steel amulet of cunning (+3) =lightning= Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +14% lightning Stun/Freeze immunity: +26% Amulets make your neck look great! | 
|  copper ring of lightning (+22%) =lightning= Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! | 
|  copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +21.00 Rings make your fingers look great! | 
|  marksman's gold ring of nature (+26%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+10 eff.) Changes stats: +5 Dex Changes resistances: +26% nature Changes damage: +13% nature Rings make your fingers look great! | 
|  This item will automatically be transmogrified when you leave the level. balanced dwarven-steel dagger of erosion (20-26 power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +10 nature When wielded/worn: Accuracy: +9 (+9 eff.) Defense: +7 (+3 eff.) Disarm immunity: +28% Sharp, short and deadly. | 
|  Tirakai's Maul (32-42 power, 6 apr) Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice Activation costs 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. | 
|  Genocide (42-67 power, 4 apr) Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. | 
|  This item will automatically be transmogrified when you leave the level. Hare-Skin Sling Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+5 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. | 
|  Penitence (15-18 power, 4 apr, nature element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% nature Damage affinity(heal): +20% nature Talent granted: +1 Command Staff Spell save: +15 (+5 eff.) Spellpower: +15 (+5 eff.) Spell crit. chance: +10% It can be used to cure up to 5 diseases or poisons (based on Magic) Activation costs 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. | 
|  Gezilamnir Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 48% Changes stats: +4 Cun / +5 Mag Changes resistances: +10% acid / +6% lightning / +9% darkness / +8% blight Reduces incoming crit damage: 15.00% Spell save: +6 (+2 eff.) A belt that goes around your waist. | 
|  This item will automatically be transmogrified when you leave the level. hardened leather belt 1.00 Encumbrance. Type: armor / belt ; tier 3 A belt that goes around your waist. | 
|  insulating rough leather belt of unlife Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight / +6% cold / +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
|  Cuthaduhad (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +8 Mag / +4 Wil / +2 Con Changes damage: +9% mind Critical mult.: +15.00% Reduces incoming crit damage: 10.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  This item will automatically be transmogrified when you leave the level. cashmere cloak (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Arylaith (30 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Accuracy: +25 (+17 eff.) Defense: +30 (+12 eff.) Effects when hit in melee: * 7% chance to slow global speed by 48% * 7 arcane resource burn Changes resistances: +9% lightning / +5% arcane / +13% all Maximum hate: +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Islubrenor the cashmere robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +19% lightning / +3% acid / +3% darkness / +11% all Changes damage: +13% lightning Reduces incoming crit damage: 5.00% Knockback immunity: +10% Only die when reaching: -80.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  dreamer's cashmere robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +14% darkness / +12% mind / +11% all Physical save: +10 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +24 (+10 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  verdant cashmere robe of frost (+19%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +11% all / +19% cold Changes damage: +14% nature / +13% cold Poison immunity: +20% Disease immunity: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Frost Treads (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. | 
|  grounding pair of hardened leather boots of evasion (4 def, 3 armour) =lightning= Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Changes resistances: +7% lightning / +7% temporal Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 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 16% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. | 
|  This item will automatically be transmogrified when you leave the level. grounding pair of hardened leather boots of invasion (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+2 eff.) Armour: +3 Changes resistances: +8% lightning / +6% temporal Changes resistances penetration: +9% physical A pair of boots made of leather. | 
|  Fists of the Desert Scorpion (8 def, 4 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. | 
|  storm hardened leather gloves of dexterity (+2) (0 def, 2 armour) =lightning= Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+10 eff.) Armour: +2 Damage (Melee): 7 lightning Changes stats: +2 Dex Changes resistances: +6% lightning Changes damage: +5% lightning 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. | 
|  This item will automatically be transmogrified when you leave the level. aegis cashmere wizard hat (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Life regen: +2.10 Damage Shield Power: +8% A pointy cloth hat, very wizardly... | 
|  This item will automatically be transmogrified when you leave the level. cashmere wizard hat (2 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A pointy cloth hat, very wizardly... | 
|  This item will automatically be transmogrified when you leave the level. dwarven-steel helm of strength (+5) (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  insulating cashmere wizard hat of corrosion (+18%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +18% acid / +7% cold / +7% fire Changes damage: +12% acid A pointy cloth hat, very wizardly... | 
|  This item will automatically be transmogrified when you leave the level. insulating cashmere wizard hat of nature (+6%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +6% fire / +16% nature / +8% cold Changes damage: +11% nature A pointy cloth hat, very wizardly... | 
|  linen wizard hat 'Radiancemoon' (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% cold Changes resistances penetration: +10% light Changes damage: +11% cold Critical mult.: +15.00% Light radius: +1 A pointy cloth hat, very wizardly... | 
|  This item will automatically be transmogrified when you leave the level. thaloren dwarven-steel helm of dexterity (+4) (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Dex / +4 Wil Changes resistances: +9% blight Mental save: +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  The Untouchable (14 def, 12 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+7 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. | 
|  This item will automatically be transmogrified when you leave the level. rejuvenating hardened leather armour of acid resistance (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Changes resistances: +21% acid Life regen: +2.40 Stamina each turn: +1.10 A suit of armour made of leather. | 
|  Borfast's Cage (10 def, 20 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+5 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+7 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. | 
|  Essence of Bearness Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! | 
|  7 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. | 
|  58 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. | 
|  6 onyx 0.00 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. | 
|  8 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. | 
|  6 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) 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. | 
|  10 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Undeathlash (dig speed 13 turns) Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Damage when hit (Melee): 2 lightning Changes stats: +2 Str / +1 Dex Changes resistances: +18% nature Changes resistances penetration: +15% nature Changes damage: +17% nature / +6% lightning Maximum life: +25.00 Maximum stamina: +16.00 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  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. | 
|  5 emerald 0.00 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. | 
|  jade 0.00 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. | 
|  7 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+10 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+10 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  This item will automatically be transmogrified when you leave the level. alchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  This item will automatically be transmogrified when you leave the level. ethereal alchemist's lamp of the moons Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +7% light Changes damage: +6% darkness Damage affinity(heal): +5% darkness Spellpower: +9 (+3 eff.) Light radius: +6 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 166.41 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  This item will automatically be transmogrified when you leave the level. nightwalker's alchemist's lamp of health Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+4 eff.) Changes stats: +5 Wil Critical mult.: +13.00% Maximum life: +50.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Shard of Crystalized Time Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. | 
|  Crystal Focus Powered 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. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  7 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  2 ruby 0.00 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 (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 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. | 
|  This item will automatically be transmogrified when you leave the level. barbed pouch of dwarven-steel shots of accuracy (18/18, 38-45 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 37.5 - 45.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +15 Armour Penetration: +3 Crit. chance: +12.0% Capacity: 18 On weapon crit: * Wound the target dealing 89 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. | 
|  This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots (20/20, 32-38 power, 3 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.5 - 37.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 Shots are used with slings to pummel your foes to death. | 
|  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 (+9 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. | 
|  Elorerin the Shockorder [power 3]  (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Changes resistances: +9% lightning Changes resistances penetration: +10% mind Changes damage: +15% lightning / +18% fire It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. | 
|  Mydukor the Shineparry [power 4]  (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +3% blight / +18% lightning Changes damage: +3% light / +18% cold Light radius: +3 It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. | 
|  stralite torque of clear mind 'Tidetyphoon' [power 4]  (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +12% cold Changes damage: +9% cold Silence immunity: +20% Disarm immunity: +20% Stun/Freeze immunity: +20% Life regen: +2.00 Only die when reaching: -60.00 life It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. | 
|  This item will automatically be transmogrified when you leave the level. supercharged ash totem of stinging [power 248] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 248 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. | 
|  10 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. | 
|  8 quartz 0.00 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. | 
|  amber 0.00 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. | 
|  2 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. | 
|  3 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. | 
|  8 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. | 
Achievements
 Anti-Antimagic! (Roguelike)
			Destroyed the Ziguranth camp with your Rhaloren allies.
			Anti-Antimagic! (Roguelike)
			Destroyed the Ziguranth camp with your Rhaloren allies.By Hekeon the Cornac Paradox Mage level 26
5th Dusk 123rd year of Ascendancy at 03:29 see stats
 Can you bear it? So much bearness! (Roguelike)
			Killed Borius in the Bearscape.
			Can you bear it? So much bearness! (Roguelike)
			Killed Borius in the Bearscape.By Hekeon the Cornac Paradox Mage level 25
78th Regrowth 123rd year of Ascendancy at 18:07 see stats
 Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.By Hekeon the Cornac Paradox Mage level 14
21st Dusk 122nd year of Ascendancy at 14:05 see stats
 Earth Master (Roguelike)
			Killed Harkor'Zun.
			Earth Master (Roguelike)
			Killed Harkor'Zun.By Hekeon the Cornac Paradox Mage level 16
13rd Haze 122nd year of Ascendancy at 18:43 see stats
 Exterminator (Roguelike)
			Killed 1000 creatures.
			Exterminator (Roguelike)
			Killed 1000 creatures.By Hekeon the Cornac Paradox Mage level 20
24th Haze 122nd year of Ascendancy at 06:58 see stats
 Eye of the storm (Roguelike)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Roguelike)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Hekeon the Cornac Paradox Mage level 24
41st Regrowth 123rd year of Ascendancy at 19:54 see stats
 Fear me not! (Roguelike)
			Survived the Fearscape!
			Fear me not! (Roguelike)
			Survived the Fearscape!By Hekeon the Cornac Paradox Mage level 28
25th Dusk 123rd year of Ascendancy at 21:47 see stats
 Home sweet home (Roguelike)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Roguelike)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hekeon the Cornac Paradox Mage level 27
20th Dusk 123rd year of Ascendancy at 12:23 see stats
 Level 10 (Roguelike)
			Got a character to level 10.
			Level 10 (Roguelike)
			Got a character to level 10.By Hekeon the Cornac Paradox Mage level 10
1st Flare 122nd year of Ascendancy at 21:22 see stats
 Level 20 (Roguelike)
			Got a character to level 20.
			Level 20 (Roguelike)
			Got a character to level 20.By Hekeon the Cornac Paradox Mage level 20
17th Haze 122nd year of Ascendancy at 12:21 see stats
 Level 30 (Roguelike)
			Got a character to level 30.
			Level 30 (Roguelike)
			Got a character to level 30.By Hekeon the Cornac Paradox Mage level 30
53rd Dusk 123rd year of Ascendancy at 08:45 see stats
 Poisonous (Roguelike)
			Sided with the assassin lord.
			Poisonous (Roguelike)
			Sided with the assassin lord.By Hekeon the Cornac Paradox Mage level 23
35th Regrowth 123rd year of Ascendancy at 12:11 see stats
 That was close (Roguelike)
			Killed your target while having only 1 life left.
			That was close (Roguelike)
			Killed your target while having only 1 life left.By Hekeon the Cornac Paradox Mage level 24
50th Regrowth 123rd year of Ascendancy at 16:55 see stats
 The Arena (Roguelike)
			Unlocked Arena mode.
			The Arena (Roguelike)
			Unlocked Arena mode.By Hekeon the Cornac Paradox Mage level 14
5th Dusk 122nd year of Ascendancy at 20:03 see stats
 The secret city (Roguelike)
			Discovered the truth about mages.
			The secret city (Roguelike)
			Discovered the truth about mages.By Hekeon the Cornac Paradox Mage level 13
4th Dusk 122nd year of Ascendancy at 15:20 see stats
 The sky is falling! (Roguelike)
			Saw a huge meteor falling from the sky.
			The sky is falling! (Roguelike)
			Saw a huge meteor falling from the sky.By Hekeon the Cornac Paradox Mage level 20
17th Haze 122nd year of Ascendancy at 19:10 see stats
 Treasure Hoarder (Roguelike)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Roguelike)
			Amassed 3000 gold pieces.By Hekeon the Cornac Paradox Mage level 29
37th Dusk 123rd year of Ascendancy at 22:00 see stats
 Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.
			Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.By Hekeon the Cornac Paradox Mage level 20
18th Haze 122nd year of Ascendancy at 00:02 see stats
 Wibbly Wobbly Timey Wimey Stuff (Roguelike)
			Killed the weaver queen and the temporal defiler.
			Wibbly Wobbly Timey Wimey Stuff (Roguelike)
			Killed the weaver queen and the temporal defiler.By Hekeon the Cornac Paradox Mage level 5
76th Pyre 122nd year of Ascendancy at 23:14 see stats
 You were not supposed to see that! (Roguelike)
			Read a Forbidden Tome.
			You were not supposed to see that! (Roguelike)
			Read a Forbidden Tome.By Hekeon the Cornac Paradox Mage level 23
13rd Regrowth 123rd year of Ascendancy at 16:25 see stats
Log
Hekeon's temporal area effect hits Elder vampire for 19 temporal damage.
Hekeon's temporal area effect hits The Master for 24 temporal damage.
Hekeon's temporal area effect hits Ghoul for 19 temporal damage.
Hekeon is afflicted by a rotting disease!
Elder vampire performs a diseased attack against Hekeon.
Your time shield crumbles under the damage!
The fabric of time around Hekeon stabilizes to normal.
Hekeon converts damage to paradox!
Elder vampire hits Hekeon for (108 to time), (12 converted), 28 cold (28 total damage).
Melee retaliation hits Elder vampire for 1 mind damage.
Elder vampire receives 12 healing from Hekeon.
Rime Wraith from The Master hits Hekeon for (41 to time), 0 cold (0 total damage).
The Master receives 14 healing from Rime Wraith from The Master.
The shield around Lord of Skulls (mage) crumbles.
Hekeon is out of phase.
Hekeon is no longer flawed.
Talent Command Staff is ready to use.
Talent Rune: Dissipation is ready to use.
Talent Repulsion Blast is ready to use.
Ghoul uses Retch.
Ghoul VOMITS on the ground!
Hekeon converts damage to paradox!
Rotting Disease from Elder vampire hits Hekeon for (9 converted), 20 cold (20 total damage).
Hekeon receives 86 healing from Temporal Restoration Field.
Decrepitude Disease from The Master hits Hekeon for (3 converted), 8 blight (8 total damage).
The Master casts Rigor Mortis.
Hekeon feels death coming!
Hekeon converts damage to paradox!
The Master hits Hekeon for (79 converted), 185 cold (185 total damage).
Hekeon the level 31 cornac paradox mage was frozen and shattered into a million little shards to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.




















































