












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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! Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Possessor Bonus Class 1.7.4Donators/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:
 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 | Infinite | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Lich | 
| Class | Necromancer | 
| Level / Exp | 32 / 56% | 
| Size | medium | 
| Lifes / Deaths | Killed by Aerura the yaech mindslayer at level 24 on the 11st Dusk 122nd year of Ascendancy at 21:241 / 7 Killed by Mayylaith the giant blue ant at level 25 on the 14th Dusk 122nd year of Ascendancy at 14:54 Killed by Vor, Grand Geomancer of the Pride at level 29 on the 28th Dusk 122nd year of Ascendancy at 20:52 Killed by Vor, Grand Geomancer of the Pride at level 30 on the 28th Dusk 122nd year of Ascendancy at 21:00 Killed by Vor, Grand Geomancer of the Pride at level 30 on the 28th Dusk 122nd year of Ascendancy at 23:46 Killed by Govena the Guardian at level 32 on the 35th Dusk 122nd year of Ascendancy at 17:33 Killed by Govena the Guardian at level 32 on the 35th Dusk 122nd year of Ascendancy at 20:22 | 
Primary Stats
| Strength | 11 (base 10) | 
| Dexterity | 15 (base 10) | 
| Constitution | 22 (base 20) | 
| Magic | 84 (base 60) | 
| Willpower | 78 (base 60) | 
| Cunning | 25 (base 11) | 
Resources
| Life | 456/456 | 
| Mana | 657/657 | 
| Soul | 13/14 | 
| Healing Factor | 1.2024166372473 | 
| Regeneration | 1.5030207965591 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -66.666666666667% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 13 | 
| Lite | 10 | 
| Infravision | 7 | 
| See Stealth | 34.108545491274 | 
| See Invisible | 24.108545491274 | 
| ESP Range | 10 | 
| ESP Kinds | undead | 
Offense: Mainhand
| Damage | 32 | 
| Accuracy | 22 | 
| Crit Chance | 9% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 54 | 
| Crit Chance | 17% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 44 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +83% | 
| Light | +32% | 
| Arcane | +15% | 
| Cold | +15% | 
| All | 0% | 
Offense: Damage Penetration
| Darkness | +17% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 21 (36%) | 
| Defense | 34 | 
| Ranged Defense | 34 | 
| Fatigue | 0 | 
| Physical Save | 22 | 
| Spell Save | 54 | 
| Mental Save | 50 | 
Defense: Resistances
| Cold | + 32%( 70%) | 
| Darkness | + 70%( 70%) | 
| Light | + 12%( 70%) | 
| Temporal | + 12%( 70%) | 
| Blight | + 30%( 70%) | 
| Arcane | + 7%( 70%) | 
| Fire | + 6%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Pinning Resistance | 24% | 
| Fear Resistance | 100% | 
| Poison Resistance | 100% | 
| Blind Resistance | 38% | 
| Silence Resistance | 43% | 
| Bleed Resistance | 100% | 
| Disarm Resistance | 40% | 
| Stun Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 23% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Blink Use mode: Activated Range: 7 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 296 damage for 3 turns. Its effects scale with your Willpower stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 65 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. | 
Class Talents
| Spell / Glacial waste | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Master of flesh | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Nightfall | 1.30 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| Spell / Dreadmaster | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Death | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Grave | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Master of bones | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| Spell / Animus | 1.43 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Master necromancer | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Spell / Rime wraith | 1.30 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Race / Higher | 1.00 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Undead / Lich | 1.00 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Spell / Spectre | 1.30 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Necrosis | 1.30 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
Effects
| talent | Hiemal Shield | 
| 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
| Leave the level (to the next level) without killing a single creature. You will get two rewards.Infinite Dungeon Challenge (Level 13): Pacifist | failed | 
| Proceed to the next Infinite Dungeon level with -7 sight range.Infinite Dungeon Challenge (Level 21): Near Sighted You completed the challenge and received: +3 Stat Points | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 23): Exterminator You completed the challenge and received: +1 Class Point | done | 
| Leave the level (to the next level) without killing a single creature. You will get two rewards.Infinite Dungeon Challenge (Level 24): Pacifist | failed | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 27): Exterminator | active | 
| Find, challenge, and kill your mirror clone on the level.Infinite Dungeon Challenge (Level 28): Mirror Match | failed | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 3): Exterminator You completed the challenge and received: +1 Generic Point | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 4): Exterminator You completed the challenge and received: +3 Stat Points | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 7): Exterminator You completed the challenge and received: Random Artifact: Tidepassion (0 def, 7 armour) | done | 
| You have entered the Infinite Dungeon. There is no going back now.The Infinite Dungeon Go deep, fight, win or die in a blaze of glory! | active | 
Equipment
| On feet |  wanderer's pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +2 Con Physical save: +10 (+5 eff.) Mental save: +11 (+4 eff.) A pair of boots made of leather. | 
| Light source |  Umbraphage Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+4 eff.) Mindpower: +10 (+4 eff.) Light radius: +10 Absorbs all darkness (power 118, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 406.26 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. | 
| On head |  Aresewen the elven-silk wizard hat (23 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +23 (+9 eff.) Changes stats: +6 Mag Changes resistances: +12% temporal Spell save: +6 (+2 eff.) Silence immunity: +20% Disarm immunity: +20% Spellpower on spell critical (stacks up to 3 times): +4 Only die when reaching: -60.00 life Healing mod.: +10% A pointy cloth hat, very wizardly... | 
| Tool |  Imp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 148.72 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. | 
| On fingers |  steel ring of darkness (+20%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings make your fingers look great! | 
| On fingers |  Prismbone the steel ring Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% light Changes damage: +17% light Silence immunity: +23% Disarm immunity: +20% Pinning immunity: +24% Knockback immunity: +23% Mana each turn: +0.11 Only die when reaching: -60.00 life Maximum life: +20.00 Rings make your fingers look great! | 
| Around waist |  blurring rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Stealth bonus: +5 A belt that goes around your waist. | 
| In main hand |  earthen elven-wood bonestaff of power (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +6 Armour Hardiness: +6% Changes damage: +25% darkness Talent granted: +1 Command Staff Physical save: +4 (+2 eff.) Spellpower: +20 (+7 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. | 
| On hands |  umbral hardened leather gloves of dexterity (+4) (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+8 eff.) Armour: +2 Damage (Melee): 8 darkness Changes stats: +4 Dex Changes resistances: +9% darkness Changes damage: +6% darkness 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. | 
| Main armor |  Bindings of Eternal Night (12 def, 12 armour) Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. | 
| Cloak |  shadow linen cloak (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +11% darkness Changes resistances penetration: +7% darkness Changes damage: +7% darkness Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  insulating gold amulet of mastery (0.13 Spell / Animus) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% fire / +12% cold Talent mastery: +0.13 Spell / Animus Amulets make your neck look great! | 
Inventory
|  This item will automatically be transmogrified when you leave the level. shielding rune (absorb 166; dur 5; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 166 damage for 5 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 spell talent. | 
|  This item will automatically be transmogrified when you leave the level. acidic stralite battleaxe of massacre (61-92 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 61.0 - 91.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 153 damage over 5 turns and reducing armor and accuracy by 20 Massive two-handed battleaxes. | 
|  This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel battleaxe of massacre (43-64 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +14 (+7 eff.) Armour penetration: +12 Changes resistances penetration: +10% physical Massive two-handed battleaxes. | 
|  This item will automatically be transmogrified when you leave the level. blazebringer's voratun greatmaul of massacre (83-124 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 83.0 - 124.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +54 fire When wielded/worn: Changes resistances penetration: +17% fire Global speed: +10% Massive two-handed mauls. | 
|  This item will automatically be transmogrified when you leave the level. flaming dwarven-steel greatmaul of vileness (42-63 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 26 Damage (Melee): +7 blight Damage (radius 1) on hit: +12 fire Massive two-handed mauls. | 
|  This item will automatically be transmogrified when you leave the level. fungal yew longbow of acid Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +8 acid When wielded/worn: Changes stats: +5 Con Changes damage: +14% acid Talent mastery: +0.30 Wild-gift / Fungus It can be used to regenerate 72 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. | 
|  This item will automatically be transmogrified when you leave the level. steady elven-wood longbow of enduring Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +9 (+5 eff.) Physical crit. chance: +5.0% Changes stats: +14 Con / +17 Wil Maximum life: +95.00 Longbows are used to shoot arrows at your foes. | 
|  This item will automatically be transmogrified when you leave the level. Blood-Edge (46-64 power, 7 apr) Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 10% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+7 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. | 
|  This item will automatically be transmogrified when you leave the level. balanced stralite longsword of torment (36-50 power, 5 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 36.0 - 50.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +9 (+5 eff.) Defense: +8 (+4 eff.) Disarm immunity: +28% Sharp, long, and deadly. | 
|  This item will automatically be transmogrified when you leave the level. caustic stralite longsword of massacre (40-55 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +25 acid / +6 nature When wielded/worn: Armour penetration: +9 Changes resistances penetration: +11% acid / +11% nature Sharp, long, and deadly. | 
|  This item will automatically be transmogrified when you leave the level. slime-covered dwarven-steel longsword of erosion (20-29 power, 4 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 7% chance to slow global speed by 55% Damage (Melee): +8 nature Sharp, long, and deadly. | 
|  This item will automatically be transmogrified when you leave the level. thorny mindstar of resolve (8-9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil Talent granted: +1 Attune Mindstar Spell save: +4 (+1 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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. | 
|  This item will automatically be transmogrified when you leave the level. reinforced leather sling Requires: - Dexterity 35 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Slings are used to hurl stones or metal shots at your foes. | 
|  This item will automatically be transmogrified when you leave the level. greater elven-wood vilestaff (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% blight / +25% fire / +25% darkness / +25% acid Talent granted: +1 Command Staff Spellpower: +19 (+6 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. shimmering elven-wood vilestaff of invocation (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% darkness Talent granted: +1 Command Staff Mana each turn: +0.17 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +42.00 Spellpower: +19 (+6 eff.) Spell crit. chance: +4% It can be used to conjure elemental energy in a radius 8 cone, dealing 31.85 to 38.21 darkness damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. surging yew magestaff of might (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +9 (+3 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. orite trident of crippling (40-63 power, 13 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 39.5 - 63.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +13.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. | 
|  This item will automatically be transmogrified when you leave the level. acidic dwarven-steel waraxe (20-29 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 153 damage over 5 turns and reducing armor and accuracy by 20 One-handed war axes. | 
|  This item will automatically be transmogrified when you leave the level. balanced stralite waraxe (31-43 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +12 (+6 eff.) Disarm immunity: +27% One-handed war axes. | 
|  This item will automatically be transmogrified when you leave the level. nightruned hardened leather belt of the vagrant Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +7% light / +9% darkness Mental save: +7 (+3 eff.) Mindpower: +5 (+2 eff.) A belt that goes around your waist. | 
|  This item will automatically be transmogrified when you leave the level. cashmere cloak (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  This item will automatically be transmogrified when you leave the level. cashmere robe 'Flashtyphoon' (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6 Str / +6 Mag / +6 Wil / +3 Con Changes resistances: +36% lightning / +3% fire / +6% blight / +9% cold / +6% nature / +11% all Changes damage: +29% lightning / +8% physical / +15% nature / +12% cold Poison immunity: +24% Disease immunity: +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  This item will automatically be transmogrified when you leave the level. timebroken silk robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Mag / +4 Wil Changes resistances: +13% all Changes damage: +5% temporal / +7% arcane / +7% all Maximum mana: +14.00 Spellpower: +19 (+6 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  This item will automatically be transmogrified when you leave the level. Daysever the cashmere wizard hat (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Cun / +2 Wil Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Changes damage: +30% arcane / +9% light Mental save: +5 (+2 eff.) A pointy cloth hat, very wizardly... | 
|  This item will automatically be transmogrified when you leave the level. cashmere wizard hat 'Nightstake' (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 23% Changes stats: +3 Cun Changes resistances: +18% nature / +12% darkness Changes damage: +12% nature Mental save: +12 (+4 eff.) Maximum psi: +40.00 Mental crit. chance: +4% A pointy cloth hat, very wizardly... | 
|  This item will automatically be transmogrified when you leave the level. cleansing steel mail armour of cold resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +14% blight / +19% cold / +12% nature A suit of armour made of mail. | 
|  This item will automatically be transmogrified when you leave the level. impenetrable dwarven-steel mail armour of Eyal (3 def, 17 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +17 Defense: +3 (+1 eff.) Fatigue: +12% Life regen: +1.00 Maximum life: +32.00 Healing mod.: +13% A suit of armour made of mail. | 
|  This item will automatically be transmogrified when you leave the level. marauder's hardened leather armour (14 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +14 (+6 eff.) Fatigue: +8% Changes stats: +5 Str / +3 Dex Physical save: +11 (+6 eff.) A suit of armour made of leather. | 
|  This item will automatically be transmogrified when you leave the level. reinforced leather armour of the deep (12 def, 8 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Fatigue: +8% Changes resistances: +9% acid / +8% cold Allows you to breathe in: water A suit of armour made of leather. | 
|  This item will automatically be transmogrified when you leave the level. Eilinathra the stralite plate armour (0 def, 13 armour) Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +4 Str / +4 Con Changes resistances: +9% acid / +17% physical / +9% cold / +13% lightning / +9% fire Changes damage: +9% blight Talent cooldown: Rush (-5 turns) Physical save: +16 (+8 eff.) Spell save: +12 (+4 eff.) Disarm immunity: +28% Stun/Freeze immunity: +28% Knockback immunity: +28% Vim when firing critical spell: +2.00 Maximum life: +85.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +2% A suit of armour made of metal plates. | 
|  This item will automatically be transmogrified when you leave the level. flaming stralite shield of temporal resistance (+13%) (0 def, 8 armour, 137 block) Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 7 fire Effects when hit in melee: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 fire Changes resistances: +13% temporal Talent granted: +1 Block Handheld deflection devices. | 
|  This item will automatically be transmogrified when you leave the level. barbed quiver of elven-wood arrows of grasping (17/17, 55-77 power, 14 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 55.0 - 77.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +14.5% Capacity: 17 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 178 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. | 
|  This item will automatically be transmogrified when you leave the level. psychokinetic quiver of yew arrows of crippling (17/17, 32-45 power, 10 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.0 - 44.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +13.0% Capacity: 17 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 178 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +20 physical Arrows are used with bows to pierce your foes to death. | 
|  6 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. | 
|  198 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. | 
|  9 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  16 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. | 
|  8 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  9 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  17 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  iron pickaxe (dig speed 38 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Forbidden Tome: "The Day It Came" Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? | 
|  6 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  8 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
|  Crystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  7 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  ruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  This item will automatically be transmogrified when you leave the level. barbed pouch of stralite shots of annihilation (24/24, 58-69 power, 8 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 57.5 - 69.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +18.5% Capacity: 24 On weapon crit: * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% 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. Winterrage the stralite torque of mindblast [power 295] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Accuracy: +20 (+10 eff.) Physical crit. chance: +4.0% Armour: +4 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 26 Changes resistances penetration: +25% blight Changes damage: +21% physical / +6% cold It can be used to blast the opponent's mind dealing 295 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. | 
|  18 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. | 
|  4 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  2 amber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  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. | 
|  4 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
 Bringer of Doom
			Killed a Bringer of Doom.
			Bringer of Doom
			Killed a Bringer of Doom.By Necromch the Higher Necromancer level 12
1st Summertide 122nd year of Ascendancy at 09:24 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By Necromch the Higher Necromancer level 22
4th Dusk 122nd year of Ascendancy at 20:16 see stats
 Infinite x10
			Got to level 10 of the infinite dungeon.
			Infinite x10
			Got to level 10 of the infinite dungeon.By Necromch the Higher Necromancer level 12
1st Summertide 122nd year of Ascendancy at 21:19 see stats
 Infinite x20
			Got to level 20 of the infinite dungeon.
			Infinite x20
			Got to level 20 of the infinite dungeon.By Necromch the Higher Necromancer level 24
9th Dusk 122nd year of Ascendancy at 13:40 see stats
 Infinite x30
			Got to level 30 of the infinite dungeon.
			Infinite x30
			Got to level 30 of the infinite dungeon.By Necromch the Lich Necromancer level 31
33rd Dusk 122nd year of Ascendancy at 04:06 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Necromch the Higher Necromancer level 10
5th Mirth 122nd year of Ascendancy at 10:34 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By Necromch the Higher Necromancer level 20
10th Flare 122nd year of Ascendancy at 15:28 see stats
 Level 30
			Got a character to level 30.
			Level 30
			Got a character to level 30.By Necromch the Lich Necromancer level 30
28th Dusk 122nd year of Ascendancy at 20:55 see stats
 Lichform
			Achieved your wild dreams of power and eternal life: you turned into a Lich!
			Lichform
			Achieved your wild dreams of power and eternal life: you turned into a Lich!By Necromch the Lich Necromancer level 25
14th Dusk 122nd year of Ascendancy at 14:54 see stats
 Size matters
			Did over 600 damage in one attack.
			Size matters
			Did over 600 damage in one attack.By Necromch the Higher Necromancer level 24
9th Dusk 122nd year of Ascendancy at 16:46 see stats
 That was close
			Killed your target while having only 1 life left.
			That was close
			Killed your target while having only 1 life left.By Necromch the Higher Necromancer level 2
74th Pyre 122nd year of Ascendancy at 19:40 see stats
 The Restless Dead
			Disturbed an old battlefield and survived the consequences.
			The Restless Dead
			Disturbed an old battlefield and survived the consequences.By Necromch the Higher Necromancer level 19
9th Flare 122nd year of Ascendancy at 17:19 see stats
 Treasure Hoarder
			Amassed 3000 gold pieces.
			Treasure Hoarder
			Amassed 3000 gold pieces.By Necromch the Lich Necromancer level 28
24th Dusk 122nd year of Ascendancy at 02:46 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By Necromch the Higher Necromancer level 16
4th Flare 122nd year of Ascendancy at 19:24 see stats
Log
Govena the Guardian's Chill of the Tomb hits Necromch for 122 cold damage.
Govena the Guardian's Chill of the Tomb hits Shadow for 0 cold damage.
Necromch the level 32 lich necromancer was cooled to death by Govena the Guardian on level 30 of Infinite Dungeon.
You have 1 life(s) left.
The shield around Lord of Skulls (bone giant) crumbles.
Lord of Skulls (bone giant) is no more the Lord of Skulls.
Armoured skeleton warrior is no longer out of phase.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Govena the Guardian's Chill of the Tomb killed Necromch!
Saving game...
Resting starts...
Shadow returns to the shadows.
Talent Surge of Undeath is ready to use.
Talent River of Souls is ready to use.
Necromch unleashes a blast of frostdusk as he crosses the veil!
Talent Rune: Shielding is ready to use.
Talent Ghost Walk is ready to use.
Talent Born into Magic is ready to use.
Talent Doomed For Eternity is ready to use.
Talent Erupting Shadows is ready to use.
Talent Rune: Blink is ready to use.
Talent Night Sphere is ready to use.
Talent Rime Wraith is ready to use.
Talent Hiemal Shield is ready to use.
Necromch activates Hiemal Shield.
Talent Aura of Undeath is ready to use.
Rested for 19 turns (stop reason: all resources and life at maximum).
Saving done.








































































