











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! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
 Known bugs:
 Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature 
 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 | Nightmare Roguelike | 
| Sex | Female | 
| Race | Dwarf | 
| Class | Sun Paladin | 
| Level / Exp | 18 / 42% | 
| Size | medium | 
| Lifes / Deaths | Killed by corrupted acidic digestor at level 18 on the 6th Wealth 122nd year of Ascendancy at 08:43  / 1 | 
Primary Stats
| Strength | 40 (base 35) | 
| Dexterity | 11 (base 10) | 
| Constitution | 30 (base 23) | 
| Magic | 46 (base 38) | 
| Willpower | 19 (base 10) | 
| Cunning | 24 (base 10) | 
Resources
| Life | -64/627 | 
| Positive | 46/101 | 
| Stamina | 174/174 | 
| Healing Factor | 1.1592147729953 | 
| Regeneration | 0.28980369324884 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
Offense: Mainhand
| Damage | 58 | 
| Accuracy | 32 | 
| Crit Chance | 13% | 
| APR | 30 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 33 | 
| Crit Chance | 11% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 26 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +10% | 
| Light | +3% | 
| Cold | +23% | 
| Blight | +5% | 
| Acid | +12% | 
| Fire | +9% | 
| All | 0% | 
Offense: Damage Penetration
| Light | +20% | 
| Physical | +6% | 
Defense: Base
| Armour (hardiness) | 41.36174050493 (81.898876157654%) | 
| Defense | 32 | 
| Ranged Defense | 32 | 
| Fatigue | 30 | 
| Physical Save | 30 | 
| Spell Save | 29 | 
| Mental Save | 35 | 
Defense: Resistances
| Acid | + 9%( 70%) | 
| Blight | + 15%( 70%) | 
| Arcane | + 5%( 70%) | 
| Cold | + 34%( 70%) | 
| All | 0%( 70%) | 
| Lightning | + 16%( 70%) | 
| Light | + 3%( 70%) | 
| Temporal | + 6%( 70%) | 
| Mind | + 17%( 70%) | 
| Fire | + 3%( 70%) | 
| Nature | + 12%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Poison Resistance | 14% | 
| Confusion Resistance | 20% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 312 damage for 4 turns. Its effects scale with your Cunning stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat.  | 
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 330 damage for 5 turns. Its effects scale with your Magic stat.  | 
Class Talents
| Technique / Combat veteran | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Guardian | 1.30 | 
  | 5/5 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
| Celestial / Combat | 1.30 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Shield offense | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Celestial / Sun | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
| Technique / Two-handed assault | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
  | 1/5 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
| Celestial / Light | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Chants | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 4/5 | 
  | 0/5 | 
  | 2/5 | 
  | 3/5 | 
  | 0/5 | 
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5.  | done | 
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 | 
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you.  | done | 
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.  | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.'  | 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 | 
Equipment
| On feet |  pair of hardened leather boots 'Belyganik' (15 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats Con +3, Wil +4 offense ------ Mindpower +5 (+2 eff.) Ignore resists +6% physical When Hit 6 acid defense ------ Armor +3 Defense +15 (+7 eff.) Resistance +5% arcane, +9% blight Life +40.00 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather.  | 
| Light source |  brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +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 |  Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning, +10% cold defense ------ Resistance +10% lightning, +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 29.27 to 87.82 lightning damage (58.55 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms.  | 
| On hands |  Zanugar the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats Dex +1 offense ------ Critical power +20.00% Physical Power +5 (+1 eff.) On-Hit 7 cold Damage +4% cold defense ------ Armor +2 Resistance +9% acid, +6% cold Physical save +6 (+3 eff.) other ------- Stamina/turn +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Tool |  Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
| On fingers |  copper ring 'Malonik'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats Cun +4, Str +1 offense ------ On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 18 defense ------ Defense +4 (+2 eff.) other ------- Light +1 Rings make your fingers look great!  | 
| On fingers |  treant's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Accuracy +9 (+4 eff.) Ignore Armor +8 defense ------ Defense +8 (+4 eff.) Resistance +6% nature, +6% blight Poison Resist +14% Disease Resist +12% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 89% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great!  | 
| Around neck |  Blindquarry0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats Con +1 offense ------ Damage +3% light Ignore resists +20% light defense ------ Defense +10 (+5 eff.) Resistance +11% mind, +3% light Confus Resist +20% other ------- Stamina/turn +1.00 Amulets make your neck look great!  | 
| In main hand |  Flashstun the dwarven-steel longsword (24-34 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Rare] Nature Weapon Damage 24.5 - 34.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +11 nature On-Hit, radius 1 +8 fire While equipped: offense ------ Damage +9% cold defense ------ Resistance +3% lightning, +6% temporal, +6% nature Spell save +6 (+3 eff.) Sharp, long, and deadly.  | 
| Around waist |  Glithra the Kilnwither1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +9% fire defense ------ Resistance +3% lightning, +3% fire, +3% cold Unlife -60.00 life Life +30.00 A belt that goes around your waist.  | 
| In off hand |  reinforced dwarven-steel shield of cold resistance (+15%) (0 def, 8 armour, 34-40 power, 109 block)7.0 Encumbrance T3 shield armor [Ego] Master When used to Attack: Weapon Damage 33.5 - 40.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +109 While equipped: defense ------ Armor +8 Fatigue +8% Resistance +15% cold other ------- Talents +1 Block Handheld deflection devices.  | 
| Cloak |  Adykira the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Cun +4, Dex +2 offense ------ Mind Crit +4% Mindpower +5 (+2 eff.) Accuracy +4 (+2 eff.) Ignore Armor +3 defense ------ Defense +1 (+0 eff.) Resistance +6% mind Mind save +9 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  dwarven-steel plate armour 'Samayon' (6 def, 17 armour)17.0 Encumbrance T3 massive armor [Rare] Psionic While equipped: Stats Cun +6, Wil +2 offense ------ Critical power +10.00% Damage +12% acid defense ------ Armor +17 Defense +6 (+3 eff.) Fatigue +22% Mind save +16 (+7 eff.) other ------- Psi when Hit +0.04 A suit of armour made of metal plates.  | 
Inventory
 wild infusion of the warrior (res 24%; magical; dur 2; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 pixie's copper ring of warding0.1 Encumbrance T1 ring jewelry [Ego++] Arcane While equipped: Stats Cun +2, Mag +3 offense ------ Spellpower +6 (+3 eff.) defense ------ Resistance +12% acid, +11% fire, +11% lightning +10% cold Rings make your fingers look great!  | 
 steel battleaxe (20-31 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Normal] Weapon Damage 20.5 - 30.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% Massive two-handed battleaxes.  | 
 steel battleaxe 'Lightningransom' (28-42 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Master Weapon Damage 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +20 cold On-Hit, radius 1 +8 lightning, +16 cold While equipped: offense ------ Damage +6% lightning When Hit 6 lightning defense ------ Resistance +12% fire Massive two-handed battleaxes.  | 
 iron dagger 'Shiverpain' (10-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Psionic Weapon Damage 10.5 - 13.7 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 darkness Damage Against +8% Living While equipped: offense ------ Damage +15% cold When Hit 4 cold defense ------ Resistance +12% cold other ------- Mana-on-crit +2.00 Vim-on-crit +2.00 Sharp, short and deadly.  | 
 Nereth (38-57 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 38.0 - 57.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +19 darkness Damage Against +16% Living On-Hit, radius 1 +4 temporal, +16 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Critical power +5.00% Ignore resists +15% mind defense ------ Crit Resistance 5.00% other ------- Infravision +3 See Invisibility +3 Massive two-handed mauls.  | 
 Sewervein (29-44 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Nature Weapon Damage 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +10 nature While equipped: offense ------ Physical Crit +6.0% Damage +9% nature On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Resistance +6% nature Massive two-handed mauls.  | 
 steel longsword (15-21 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Normal] Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Sharp, long, and deadly.  | 
 steel longsword 'Blindmistress' (16-22 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Rare] Psionic Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 darkness, +4 light Damage Against +9% Living On-Hit, radius 1 +16 light, +16 darkness While equipped: Stats Cun +1 offense ------ Mindpower +10 (+5 eff.) Damage +9% darkness Sharp, long, and deadly.  | 
 hateful steel mace (12-17 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Psionic Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +8 darkness Damage Against +7% Living Blunt and deadly.  | 
 steel mace of massacre (21-29 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Master Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Blunt and deadly.  | 
 mossy mindstar 'Corruptionbender' (2-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +8 nature While equipped: Stats Str +2, Dex +2, Wil +3 offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) Global Speed +3% On-Hit 5 fire Damage +6% fire Ignore resists +6% fire On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Resistance +12% nature, +6% fire other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 mighty cured leather sling of piercing4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 Shoot [Ego+] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats Str +2 offense ------ Physical Power +8 (+2 eff.) Ignore resists +6% all Accuracy +9 (+4 eff.) Ignore Armor +6 Slings are used to hurl stones or metal shots at your foes.  | 
 ash magestaff (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.  | 
 rough leather belt 'Ivowen'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Physical Crit +4.0% Spellpower +4 (+2 eff.) Accuracy +5 (+2 eff.) defense ------ Resistance +4% physical Mind save +6 (+3 eff.) Unlife -80.00 life other ------- Stamina/turn +3.00 A belt that goes around your waist.  | 
 dwarven-steel gauntlets 'Erinarimas' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats Dex +7, Con +3 offense ------ Ignore resists +20% mind defense ------ Armor +2 Fatigue +3% Resistance +3% temporal Physical save +16 (+8 eff.) Spell save +5 (+3 eff.) Mind save +8 (+4 eff.) Disarm Resist +30% other ------- Hate-on-crit +1.00 See Invisibility +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm.  | 
 steady hardened leather gloves of magic (+4) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats Mag +4 offense ------ Damage +6% arcane Accuracy +7 (+3 eff.) defense ------ Armor +2 Physical save +5 (+2 eff.) Mind save +7 (+3 eff.) Disarm Resist +26% 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.  | 
 spellwoven linen wizard hat of knowledge (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane/Psionic While equipped: Stats Cun +4, Wil +4 offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Mindpower +3 (+1 eff.) defense ------ Defense +1 (+0 eff.) other ------- Mana/turn +0.10 A pointy cloth hat, very wizardly...  | 
 stabilizing iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +5% Physical save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 stabilizing iron helm of constitution (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats Con +3 defense ------ Armor +3 Fatigue +5% Physical save +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 cleansing steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Disrupt While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% nature, +11% blight A suit of armour made of mail.  | 
 prismatic steel mail armour of temporal resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Arcane While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% temporal, +10% light, +11% darkness A suit of armour made of mail.  | 
 acidic steel shield of cold resistance (+17%) (0 def, 4 armour, 17-20 power, 38.5 block)7.0 Encumbrance T2 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 17.0 - 20.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +38 On-hit +12 item acid corrode On Hit: * 12% chance to reduce armor by 28% While equipped: offense ------ On-Hit 6 acid When Hit 4 acid defense ------ Armor +4 Fatigue +8% Resistance +17% cold other ------- Talents +1 Block Handheld deflection devices.  | 
 6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1, Cun +1 Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1, Cun +1 Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 154 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 5 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2, Cun +2 Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2, Cun +2 Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Frostkiller the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats Mag +3 offense ------ Damage +6% blight, +21% cold Ignore Shields +20% defense ------ Mind save +6 (+3 eff.) other ------- Mana/turn +0.08 Mana-on-crit +2.00 Light +3 See Stealth +9 See Invisibility +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.  | 
 void-walker's brass lantern of health2.0 Encumbrance T1 lite [Ego+] Arcane/Nature While equipped: defense ------ Resistance +6% cold, +6% temporal Life +40.00 Out-of-Phase Defense +11 Out-of-Phase Resistance +11% Out-of-Phase Resilience +12% other ------- Light +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.  | 
 Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 207/400 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 Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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.  | 
 evasive iron torque of mindblast [power 105]  (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 iron torque of psionic shield 'Ulfesta' [power 25]  (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats Cun +1 offense ------ Critical power +20.00% defense ------ Physical save +3 (+1 eff.) Mind save +6 (+3 eff.) other ------- Stamina/turn +2.00 Psi when Hit +0.08 Max stamina +10.00 Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 focusing ash wand of shielding [power 194]  (20 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By sun poopy the Dwarf Sun Paladin level 10
15th Profit 122nd year of Ascendancy at 22:28 see stats
			Squadmate (Nightmare (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By sun poopy the Dwarf Sun Paladin level 5
17th Voratun 122nd year of Ascendancy at 14:54 see stats
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By sun poopy the Dwarf Sun Paladin level 12
18th Profit 122nd year of Ascendancy at 08:01 see stats
Log
Something hits sun poopy for 28 acid damage.
Something hits sun poopy for 17 acid damage.
Talent Path of the Sun is ready to use.
Talent Shield Pummel is ready to use.
Talent Shield Slam is ready to use.
Talent Resilience of the Dwarves is ready to use.
Poison from Aribeth the corrupted mastocytic feeder hits sun poopy for 41 nature damage.
Deadly Poison from Aribeth the corrupted mastocytic feeder hits sun poopy for 22 nature damage.
Something performs a melee critical strike against sun poopy!
Something performs a melee critical strike against sun poopy!
Something hits sun poopy for 46 physical, 6 blight, 35 physical (87 total damage).
sun poopy hits Something for 4 lightning damage.
sun poopy hits Something for 5 lightning damage.
sun poopy hits Something for 4 lightning damage.
sun poopy hits Something for 5 lightning damage.
Something misses sun poopy.
Something hits sun poopy for 28 acid damage.
Something hits sun poopy for 17 acid damage.
Poison from Aribeth the corrupted mastocytic feeder hits sun poopy for 41 nature damage.
Deadly Poison from Aribeth the corrupted mastocytic feeder hits sun poopy for 45 nature damage.
Something performs a melee critical strike against sun poopy!
Something hits sun poopy for 17 physical, 6 blight, 22 physical (46 total damage).
sun poopy hits Something for 3 lightning damage.
sun poopy hits Something for 4 lightning damage.
sun poopy hits Something for 5 lightning damage.
sun poopy hits Something for 5 lightning damage.
sun poopy hits Something for 4 lightning damage.
Something misses sun poopy.
Something hits sun poopy for 17 acid damage.
sun poopy the level 18 dwarf sun paladin was corroded to death by a corrupted acidic digestor on level 1 of inside a giant tentacle.



























































































