Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 | 
| Addons | Items Vault 1.0.0 | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Female | 
| Race | Halfling | 
| Class | Reaver | 
| Level / Exp | 23 / 41% | 
| Size | small | 
| Lifes / Deaths | Killed by Betodalle the skeleton master archer at level 23 on the 17th Regrowth 123rd year of Ascendancy at 21:31/ 1 | 
Primary Stats
| Strength | 63 (base 41) | 
| Dexterity | 29 (base 11) | 
| Constitution | 40 (base 28) | 
| Magic | 47 (base 41) | 
| Willpower | 20 (base 10) | 
| Cunning | 13 (base 10) | 
Resources
| Life | -34/761 | 
| Positive | 111/116 | 
| Vim | 40/190 | 
| Healing Factor | 1.6848834250951 | 
| Regeneration | 7.5145800759242 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -50% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 3 | 
Offense: Mainhand
| Damage | 92 | 
| Accuracy | 46 | 
| Crit Chance | 4% | 
| APR | 4 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 48 | 
| Accuracy | 46 | 
| Crit Chance | 6% | 
| APR | 4 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 40.333333333333 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 19.2 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Damage Penetration
| Physical | +20% | 
Defense: Base
| Armour (hardiness) | 47.92 (69%) | 
| Defense | 12.65 | 
| Ranged Defense | 12.65 | 
| Fatigue | 12 | 
| Physical Save | 28.4625 | 
| Spell Save | 24.6625 | 
| Mental Save | 10.425 | 
Defense: Resistances
| Acid | + 15%( 70%) | 
| Blight | + 34%( 70%) | 
| Physical | + 25%( 70%) | 
| Cold | + 42%( 70%) | 
| All | + 6%( 70%) | 
| Darkness | + 15%( 70%) | 
| Temporal | + 16%( 70%) | 
| Fire | + 15%( 70%) | 
| Nature | + 25%( 70%) | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 22% for 4 turns. Its effects scale with your Dexterity stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 365 life over 5 turns. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 11% for 5 turns. Its effects scale with your Cunning stat. | 
| Runes | Effective talent level: 1.0Rune: Teleportation Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 50 with a minimum range of 15. Its effects scale with your Willpower stat. | 
Class Talents
| Corruption / Scourge | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Reaving combat | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Corruption / Vim | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Corruption / Sanguisuge | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Bone | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Corruption / Plague | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Race / Halfling | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Light | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| Corruption / Torment | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
Effects
| talent | Overkill | 
| talent | Willful Tormenter | 
| detrimental effect | The target is on fire, taking 39.25 fire damage per turn.Burning | 
| detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown.Stunned | 
| beneficial effect | The target is in a magical bloodlust, improving spellpower by 7.Bloodlust | 
| beneficial effect | Reduces physical damage received by 20%.Earthen Barrier | 
| beneficial effect | The target is recovering 3 life each turn and its healing modifier has been increased by 8%.Recovery | 
| beneficial effect | The target has 55% chance to evade melee attacks.Evasion | 
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 | active | 
| You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest.Escort: lost anorithil (level 2 of Old Forest) As a reward you gained talent category Celestial / Light (at mastery 0.80). | done | 
| You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest.Escort: lost anorithil (level 4 of Old Forest) As a reward you improved talent Healing Light (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire.Escort: lost warrior (level 2 of Trollmire) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 1 of Daikara.Escort: repented thief (level 1 of Daikara) As a reward you improved talent Charm Mastery (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 1 of Old Forest.Escort: repented thief (level 1 of Old Forest) As a reward you improved talent Charm Mastery (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 3 of Old Forest.Escort: repented thief (level 3 of Old Forest) As a reward you improved talent Charm Mastery (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 3 of Trollmire.Escort: repented thief (level 3 of Trollmire) As a reward you improved talent Charm Mastery (+1 level(s)). | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed storm wyrm claw. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed snow giant kidney. * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus. 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 vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 5 lumberjacks have died. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet | Hathygorn (0 def, 3 armour)Hathygorn (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Mag Damage when the wearer hits(melee): 4 physical Damage when the wearer is hit: 8 blight Changes resistances penetration: +20% physical 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 of healthbrass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +44.00 Light radius: +2 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 | Gatha (0 def, 3 armour)Gatha (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 Armour: +3 Fatigue: +3% Changes stats: +14 Str / +14 Dex / +2 Wil / +3 Con Light radius: +2 Infravision radius: +3 A cap made of leather. | 
| On hands | heroic rough leather gloves of strength (+3) (0 def, 5 armour)heroic rough leather gloves of strength (+3) (0 def, 5 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +5 Changes stats: +3 Str Mental save: +5 Maximum life: +42.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Tool | Eremimnir the elven-wood wand of conjuration [power 245]  (5/5 cooldown)Eremimnir the elven-wood wand of conjuration [power 245]  (5/5 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Fatigue: -2% Changes stats: +1 Dex Life regen: +0.40 It can be used to fire a bolt of a random element (dam 122-245), placing all other charms into a 5 cooldown. When used: 200% chance to regenerate 18 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| On fingers | conjurer's gold ringconjurer's gold ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil / +5 Mag Spellpower: +7 Rings can have magical properties. | 
| On fingers | BloodcallerBloodcaller Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. | 
| Around neck | Daneth's NeckguardDaneth's Neckguard Crafted by a master 2.00 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +15 Fatigue: +2% Changes stats: +6 Str / +6 Con Talent mastery: +0.20 Technique / Battle tactics Reduces opponents crit chance: 10% It can be used to activate talent Juggernaut (costing 17 power out of 55/60) : Effective talent level: 2.0 Power cost: 17 out of 55/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 20% for 20 turns. 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. | 
| In main hand | dwarven-steel mace of corruption (24.5-34.3 power, 4 apr)dwarven-steel mace of corruption (24.5-34.3 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 24.5 - 34.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon hits: 20% chance to curse the target Damage when this weapon hits: +11 darkness / +7 blight Blunt and deadly. | 
| Around waist | Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. | 
| In off hand | icy dwarven-steel longsword of paradox (23-32.2 power, 4 apr)icy dwarven-steel longsword of paradox (23-32.2 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +7 temporal / +7 ice When wielded/worn: Damage when the wearer is hit: 8 temporal Changes resistances: +11% temporal Sharp, long, and deadly. | 
| Cloak | thick cashmere cloak of protection (2 def, 7 armour)thick cashmere cloak of protection (2 def, 7 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 Changes resistances: +18% cold Spell save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor | Iron Mail of Bloodletting (2 def, 4 armour)Iron Mail of Bloodletting (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% fire / +10% blight / +10% darkness / +10% acid Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% It can be used to activate talent Bloodcasting (costing 33 power out of 60/60) : Effective talent level: 2.6 Power cost: 33 out of 60/60. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. | 
Inventory
| psychic's movement infusion (638% speed; 5 turns)psychic's movement infusion (638% speed; 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 638% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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 ability. | 
| This item will automatically be transmogrified when you leave the level.sun infusion (rad 6; power 21; turns 5; dispells darkness) sun infusion (rad 6; power 21; turns 5; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| titan's healing infusion (heal 179)titan's healing infusion (heal 179) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 179 life. 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 ability. | 
| wizard's healing infusion (heal 268)wizard's healing infusion (heal 268) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 268 life. Its effects scale with your Magic 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 ability. | 
| wizard's heroism infusion (+11 for 8 turns, die at -635)wizard's heroism infusion (+11 for 8 turns, die at -635) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 8 turns. Also while Heroism is active, you will only die when reaching -635 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Magic 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 ability. | 
| wizard's wild infusion (resist 19%; cure mental)wizard's wild infusion (resist 19%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 19% for 5 turns. Its effects scale with your Magic 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 ability. | 
| psychic's teleportation rune (range 60)psychic's teleportation rune (range 60) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 60 with a minimum range of 15. Its effects scale with your Willpower 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 ability. | 
| psychic's teleportation rune (range 45)psychic's teleportation rune (range 45) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 45 with a minimum range of 15. Its effects scale with your Willpower 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 ability. | 
| psychic's teleportation rune (range 66)psychic's teleportation rune (range 66) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 66 with a minimum range of 15. Its effects scale with your Willpower 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 ability. | 
| shielding rune (absorb 242 for 3 turns)shielding rune (absorb 242 for 3 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 242 damage for 3 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| titan's teleportation rune (range 75)titan's teleportation rune (range 75) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 75 with a minimum range of 15. Its effects scale with your Constitution 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 ability. | 
| titan's teleportation rune (range 92)titan's teleportation rune (range 92) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 92 with a minimum range of 15. Its effects scale with your Constitution 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 ability. | 
| warrior's shielding rune (absorb 476 for 6 turns)warrior's shielding rune (absorb 476 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 476 damage for 6 turns. Its effects scale with your Strength 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 ability. | 
| wizard's shielding rune (absorb 299 for 4 turns)wizard's shielding rune (absorb 299 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 299 damage for 4 turns. Its effects scale with your Magic 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 ability. | 
| inertial steel amuletinertial steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Pinning immunity: +20% Stamina each turn: +0.30 Amulets can have magical properties. | 
| steel amulet of constitution (+2)steel amulet of constitution (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Amulets can have magical properties. | 
| wanderer's steel amulet of willpower (+2)wanderer's steel amulet of willpower (+2) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +2 Wil / +5 Cun / +5 Con Amulets can have magical properties. | 
| copper ring of arcane powercopper ring of arcane power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Spellpower: +6 Rings can have magical properties. | 
| savior's gold ring of sensingsavior's gold ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +6 Spell save: +7 Mental save: +7 Blindness immunity: +22% See stealth: +13 See invisible: +12 Rings can have magical properties. | 
| steel ring of corrosion (+24%)steel ring of corrosion (+24%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% acid Changes damage: +12% acid Rings can have magical properties. | 
| warrior's steel ring of mental powerwarrior's steel ring of mental power Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Mindpower: +7 Rings can have magical properties. | 
| This item will automatically be transmogrified when you leave the level.dwarven-steel dagger (17.5-22.75 power, 7 apr) dwarven-steel dagger (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. | 
| This item will automatically be transmogrified when you leave the level.dwarven-steel greatsword of crippling (36.5-58.4 power, 2 apr) dwarven-steel greatsword of crippling (36.5-58.4 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +9.0% Massive two-handed swords. | 
| Girianne the hardened leather beltGirianne the hardened leather belt Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Lck / +6 Con Damage when the wearer hits(melee): 4 arcane Changes resistances: +6% lightning / +11% temporal Trap disarming bonus: +16 Stealth bonus: +10 Physical save: +8 Maximum stamina: +22.00 Infravision radius: +3 A belt that goes around your waist. | 
| insulating hardened leather belt of shieldinginsulating hardened leather belt of shielding Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Changes resistances: +7% cold / +7% fire It can be used to create a temporary shield that absorbs 215 damage, placing all other charms into a 17 cooldown. A belt that goes around your waist. | 
| linen cloak of Iron Throne (1 def, 0 armour)linen cloak of Iron Throne (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| spellcowled cashmere cloak of stability (2 def, 0 armour)spellcowled cashmere cloak of stability (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Wil / +2 Mag Physical save: +8 Spell save: +6 Maximum mana: +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| dark rough leather gloves of strength (+2) (0 def, 1 armour)dark rough leather gloves of strength (+2) (0 def, 1 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +2 Str Damage when the wearer hits(melee): 6 darkness Changes resistances: +5% darkness Changes damage: +3% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| steady iron gauntlets of magic (+2) (0 def, 1 armour)steady iron gauntlets of magic (+2) (0 def, 1 armour) Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane Physical save: +6 Mental save: +6 Metal gloves protecting the hands up to the middle of the lower arm. | 
| This item will automatically be transmogrified when you leave the level.Dimhunter (3 def, 8 armour) Dimhunter (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Changes resistances: +15% acid Changes resistances penetration: +25% darkness Changes damage: +15% darkness A suit of armour made of mail. | 
| Thalore-Wood Cuirass (4 def, 10 armour)Thalore-Wood Cuirass (4 def, 10 armour) Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 Fatigue: +14% Changes stats: +3 Dex / +3 Wil Changes resistances: +18% nature / +18% cold / +18% darkness Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. | 
| enlightening steel plate armour of lightning resistance (4 def, 9 armour)enlightening steel plate armour of lightning resistance (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes stats: +1 Cun / +1 Wil Changes resistances: +20% lightning Mental save: +11 A suit of armour made of metal plates. | 
| 66 alchemist agate66 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. | 
| 4 onyx4 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 Gems can be sold for money or used in arcane rituals. | 
| 4 aquamarine4 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 Gems can be sold for money or used in arcane rituals. | 
| lapis lazulilapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. | 
| 4 opal4 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 Gems can be sold for money or used in arcane rituals. | 
| 2 topaz2 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. | 
| Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. | 
| emeraldemerald 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 Gems can be sold for money or used in arcane rituals. | 
| 2 spinel2 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. | 
| Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. | 
| Crystal FocusCrystal Focus Powered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. | 
| Orb of ScryingOrb of Scrying Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. | 
| Rod of AnnulmentRod of Annulment Powered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 17 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. | 
| Rod of Recall (3/3)Rod of Recall (3/3) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 112 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 ChestTransmogrification 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), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. | 
| Glowenvy of cure poisons [power 2]  (5/11 cooldown)Glowenvy of cure poisons [power 2]  (5/11 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 10 light Changes resistances: +12% light Changes resistances penetration: +15% light Changes damage: +9% acid It can be used to removes up to 2 poisons from the target, placing all other charms into a 11 cooldown. Natural totems are made by powerful wilders to store nature power. | 
| ash totem of cure poisons [power 2]  (5/11 cooldown)ash totem of cure poisons [power 2]  (5/11 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to removes up to 2 poisons from the target, placing all other charms into a 11 cooldown. Natural totems are made by powerful wilders to store nature power. | 
| 10 amethyst10 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% Gems can be sold for money or used in arcane rituals. | 
| Ivawen of conjuration [power 95]  (5/4 cooldown)Ivawen of conjuration [power 95]  (5/4 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +4 Str / +3 Dex / +4 Mag It can be used to fire a bolt of a random element (dam 48-95), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| Xanissra of conjuration [power 92]  (5/4 cooldown)Xanissra of conjuration [power 92]  (5/4 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 8 blight Changes resistances: +20% blight Changes resistances penetration: +15% mind It can be used to fire a bolt of a random element (dam 46-92), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| quartzquartz 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% Gems can be sold for money or used in arcane rituals. | 
Achievements
 Curse Lifter (Nightmare difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare difficulty)
			Killed Ben Cruthdar the Cursed.By pTm the Halfling Reaver level 9
3rd Summertide 122nd year of Ascendancy at 23:40 see stats
 Exterminator (Nightmare difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare difficulty)
			Killed 1000 creatures.By pTm the Halfling Reaver level 19
77th Haze 122nd year of Ascendancy at 19:33 see stats
 Eye of the storm (Nightmare difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Nightmare difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By pTm the Halfling Reaver level 21
8th Allure 123rd year of Ascendancy at 12:23 see stats
 Level 10 (Nightmare difficulty)
			Got a character to level 10.
			Level 10 (Nightmare difficulty)
			Got a character to level 10.By pTm the Halfling Reaver level 10
9th Flare 122nd year of Ascendancy at 15:05 see stats
 Level 20 (Nightmare difficulty)
			Got a character to level 20.
			Level 20 (Nightmare difficulty)
			Got a character to level 20.By pTm the Halfling Reaver level 20
4th Decay 122nd year of Ascendancy at 11:07 see stats
 Rescuer of the lost (Nightmare difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Nightmare difficulty)
			Rescued the merchant from the assassin lord.By pTm the Halfling Reaver level 12
8th Dusk 122nd year of Ascendancy at 09:14 see stats
 The Arena (Nightmare difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare difficulty)
			Unlocked Arena mode.By pTm the Halfling Reaver level 7
4th Mirth 122nd year of Ascendancy at 21:03 see stats
 The secret city (Nightmare difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare difficulty)
			Discovered the truth about mages.By pTm the Halfling Reaver level 13
38th Dusk 122nd year of Ascendancy at 17:44 see stats
 Treasure Hunter (Nightmare difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare difficulty)
			Amassed 1000 gold pieces.By pTm the Halfling Reaver level 20
9th Decay 122nd year of Ascendancy at 01:09 see stats
Log
PTm is on fire!
Betodalle the skeleton master archer hits pTm for 100 fire damage.
PTm hits Betodalle the skeleton master archer for 3 light damage.
PTm hits skeleton mage for 2 light damage.
Betodalle the skeleton master archer hits pTm for 34 fire damage.
PTm performs a critical strike!
PTm leeches life from its victim!
PTm leeches life from its victim!
PTm hits Betodalle the skeleton master archer for 3 acid damage.
PTm hits skeleton mage for 32 physical, 2 darkness, 2 blight, 1 physical, 9 physical, 2 cold, 2 temporal, 1 physical, 2 acid damage (total 47.95).
Betodalle the skeleton master archer hits pTm for 25 physical, 9 lightning damage (total 32.09).
PTm hits Betodalle the skeleton master archer for 3 temporal, 3 blight damage (total 4.44).
Betodalle the skeleton master archer hits pTm for 34 fire damage.
Skeleton mage is free from the ice.
PTm hits Betodalle the skeleton master archer for 3 acid damage.
PTm hits skeleton mage for 2 acid damage.
Skeleton mage casts Manathrust.
PTm tries to evade attacks.
Skeleton mage hits pTm for 175 arcane damage.
Betodalle the skeleton master archer hits pTm for 34 fire damage.
PTm leeches life from its victim!
PTm hits Betodalle the skeleton master archer for 3 acid damage.
PTm hits skeleton mage for 3 acid damage.
Betodalle the skeleton master archer uses Dirty Fighting.
Betodalle the skeleton master archer casts Flame.
Saving done.
Saving done.
Saving game...
