











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Female | 
| Race | Thalore | 
| Class | Bulwark | 
| Level / Exp | 13 / 19% | 
| Size | medium | 
| Lifes / Deaths | Killed by brecklorn at level 11 on the 9th Mirth 122nd year of Ascendancy at 18:432 / 2 Killed by luminous horror at level 13 on the 10th Mirth 122nd year of Ascendancy at 15:46 | 
Primary Stats
| Strength | 39 (base 33) | 
| Dexterity | 22 (base 14) | 
| Constitution | 32 (base 28) | 
| Magic | 12 (base 10) | 
| Willpower | 26 (base 10) | 
| Cunning | 23 (base 10) | 
Resources
| Life | 586/586 | 
| Stamina | 176/176 | 
| Healing Factor | 1.1724420161895 | 
| Regeneration | 6.1685654527456 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -58.333333333333% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 2 | 
Offense: Mainhand
| Damage | 55 | 
| Accuracy | 44 | 
| Crit Chance | 6% | 
| APR | 7 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 12 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 25 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +6% | 
| Mind | +11% | 
| Nature | +6% | 
| Physical | +3% | 
| Cold | +9% | 
| All | 0% | 
Offense: Damage Penetration
| Mind | +20% | 
| Acid | +5% | 
Defense: Base
| Armour (hardiness) | 52.50863224038 (94.051442452011%) | 
| Defense | 15 | 
| Ranged Defense | 15 | 
| Fatigue | 21 | 
| Physical Save | 25 | 
| Spell Save | 24 | 
| Mental Save | 20 | 
Defense: Resistances
| Temporal | + 7%( 70%) | 
| Mind | + 15%( 70%) | 
| Fire | + 20%( 70%) | 
| Cold | + 12%( 70%) | 
| All | + 5%( 70%) | 
Defense: Immunities
| Disarm Resistance | 22% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 40% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. | 
Class Talents
| Technique / Combat techniques | 1.30 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Shield defense | 1.30 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Shield offense | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat veteran | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Conditioning | 1.30 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Thalore | 1.00 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.50 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased.Zero Gravity | 
Quests
| You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair.Escort: injured seer (level 2 of Norgos Lair) As a reward you improved Willpower by +5. | done | 
| You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair.Escort: lost defiler (level 3 of Norgos Lair) As a reward you improved Cunning by +5. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad.Madness of the Ages On the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed length of troll intestine. | 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 | 
Equipment
| On feet |  miner's pair of iron boots of speed (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Fatigue: +2% Infravision radius: +2 Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  brass lantern 'Viperbolt' Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Mag / +1 Wil / +2 Con Changes damage: +3% nature / +9% cold Maximum life: +45.00 Light radius: +5 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 |  hardened leather cap 'Zubeyada' (0 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +3% Damage when hit (Melee): 6 temporal Changes stats: +3 Dex / +3 Wil / +5 Cun Changes resistances: +5% cold / +6% fire / +3% temporal Changes damage: +6% acid Mindpower: +4 (+2 eff.) A cap made of leather. | 
| On hands |  Iceshine (0 def, 6 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Damage (Melee): 5 physical Damage when hit (Melee): 2 mind Changes stats: +3 Cun / +1 Str Changes resistances: +3% cold Changes damage: +3% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
| Tool |  overpowered elm wand of shielding [power 152]  (2/25 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 152 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 25 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| On fingers |  psionicist's steel ring of the mind (+11%) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +11% mind Changes damage: +11% mind Mental save: +4 (+2 eff.) Rings make your fingers look great! | 
| Around neck |  Bamas Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +4 Wil Changes resistances penetration: +20% mind / +5% acid Maximum psi: +10.00 Mental crit. chance: +2% Amulets make your neck look great! | 
| In main hand |  balanced iron longsword of massacre (18-26 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+5 eff.) Disarm immunity: +22% Sharp, long, and deadly. | 
| Around waist |  Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. | 
| In off hand |  coruscating steel shield (0 def, 4 armour, 13-16 power, 42.5 block) Requires: - Shield usage training - Strength 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.0 - 15.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 Damage (Melee): +10 fire When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 3 fire Changes stats: +2 Str Changes resistances: +10% fire Talent granted: +1 Block Handheld deflection devices. | 
| Cloak |  linen cloak 'Cleanseimmortal' (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Dex / +1 Con Changes damage: +3% nature Hate when firing a critical mind attack: +4.00 Maximum life: +30.00 Maximum hate: +2.00 Maximum psi: +20.00 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Adotira (0 def, 15 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Fatigue: +17% Effects on melee hit: * 20% chance to reduce armor by 17% Changes stats: +1 Str / +1 Mag Physical save: +7 (+4 eff.) Mana each turn: +0.04 Damage Shield penetration: +10% A suit of armour made of metal plates. | 
Inventory
|  copper amulet of magic (+3) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets make your neck look great! | 
|  This item will automatically be transmogrified when you leave the level. acidic steel battleaxe (22-32 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.5 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. | 
|  Unerring Scalpel (15-20 power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. | 
|  Zeroharastir the Glowrune (11-14 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +9 darkness Damage against: +5% Living When wielded/worn: Changes resistances: +9% light Changes resistances penetration: +5% temporal Light radius: +2 Sharp, short and deadly. | 
|  This item will automatically be transmogrified when you leave the level. balanced iron greatmaul of dampening (17-26 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.0 - 25.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+7 eff.) Changes resistances: +10% acid / +12% lightning / +12% cold / +10% fire / +3% all Spell save: +9 (+5 eff.) Disarm immunity: +29% Massive two-handed mauls. | 
|  This item will automatically be transmogrified when you leave the level. iron greatsword (18-29 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.0 - 28.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. | 
|  This item will automatically be transmogrified when you leave the level. hateful steel mace of projection (14-20 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +5 darkness Damage against: +8% Living Blunt and deadly. | 
|  This item will automatically be transmogrified when you leave the level. steel mace of vileness (12-16 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 6% chance to reduce strength, dexterity, and constitution by 7 Damage (Melee): +7 blight Blunt and deadly. | 
|  This item will automatically be transmogrified when you leave the level. Eye of Winter (8-9 power, 18 apr, cold damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. | 
|  Serpent's Glare (7-8 power, 15 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 177.99 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. | 
|  enveloping linen cloak (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+6 eff.) Physical save: +5 (+3 eff.) 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. miner's pair of iron boots (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Bokifast (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +2 Con Changes resistances: +16% fire Changes damage: +3% physical Maximum hate: +2.00 A suit of armour made of mail. | 
|  This item will automatically be transmogrified when you leave the level. cleansing steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +10% nature / +11% blight A suit of armour made of metal plates. | 
|  Glorulaith the iron shield (0 def, 2 armour, 10-12 power, 20 block) Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 Damage (radius 1) on hit: +8 physical When wielded/worn: Armour: +2 Fatigue: +8% Effects on melee hit: * 20% chance to reduce armor by 17% Changes stats: +1 Con Changes resistances: +3% acid / +16% fire Changes resistances penetration: +5% temporal Talent granted: +1 Block Handheld deflection devices. | 
|  steel shield of lightning resistance (+17%) (0 def, 4 armour, 14-17 power, 40 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.5 - 17.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +17% lightning Talent granted: +1 Block Handheld deflection devices. | 
|  3 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  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. | 
|  3 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  survivor's brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+3 eff.) Light radius: +3 Healing mod.: +12% 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 Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  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. pouch of steel shots of wind (22/22, 20-25 power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 22 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 124 physical damage Travel speed: +200% Shots are used with slings to pummel your foes to death. | 
|  This item will automatically be transmogrified when you leave the level. innervating steel torque of psionic shield [power 43] (2/25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 43 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  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. | 
|  piercing ash wand of conjuration [power 155]  (2/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a magical bolt dealing 155 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  3 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. | 
|  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. | 
|  3 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
Log
Eshess has been harassed.
Eshess's Gift of the Woods is disrupted!
Eshess's Gift of the Woods is disrupted!
Ce'Nyth the luminous horror HEALS from  fire  damage!
Ce'Nyth the luminous horror hits Eshess for 9 physical, 5 fire, 3 physical, 5 fire (21 total damage).
Melee retaliation hits Ce'Nyth the luminous horror for (2 absorbed), 0 acid, (2 absorbed), 0 temporal, (0 absorbed), 0 mind, (0 absorbed), 0 fire, (2 absorbed), 0 acid, (2 absorbed), 0 temporal, (0 absorbed), 0 mind, (0 absorbed), 0 fire (1 total damage).
Talent Block is ready to use.
Luminous horror is fully armored again.
Luminous horror casts Searing Light.
Eshess hits Luminous horror for 20 physical, 2 physical (22 total damage).
Luminous horror's light area effect hits Eshess for 14 light damage.
Luminous horror hits Eshess for 29 light damage.
Luminous horror casts Searing Light.
Ce'Nyth the luminous horror HEALS from  fire  damage!
Ce'Nyth the luminous horror hits Eshess for 28 physical, 5 fire (32 total damage).
Melee retaliation hits Ce'Nyth the luminous horror for (2 absorbed), 0 acid, (2 absorbed), 0 temporal, (0 absorbed), 0 mind, (0 absorbed), 0 fire (1 total damage).
Luminous horror hits Eshess for 57 light damage.
Luminous horror is not stunned anymore.
Eshess is no longer being stalked by Ce'Nyth the luminous horror.
Luminous horror's light area effect hits Eshess for 29 light damage.
Luminous horror's light area effect hits Eshess for 29 light damage.
Eshess the level 13 thalore bulwark was radiated to death by a luminous horror on level 4 of The Maze.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Luminous horror's light area effect killed Eshess!
Saving game...
Saving done.



































 
			