












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
 OldRPG - Music Mod v2 - Part 4 1.7.6OldRPG Music Mod v2: 
 As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :) 
 Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. OldRPG - Music Mod v2 - Part 1 1.7.6OldRPG Music Mod v2: 
 As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :) 
 Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! OldRPG - Music Mod v2 - Part 3 1.7.6OldRPG Music Mod v2: 
 As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :) 
 Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, OldRPG - Music Mod v2 - Part 2 1.7.6OldRPG Music Mod v2: 
 As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :) 
 Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
 Known bugs:
 Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature 
 Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] 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 | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Male | 
| Race | Halfling | 
| Class | Rogue | 
| Level / Exp | 25 / 41% | 
| Size | small | 
| Lifes / Deaths | Killed by Siligarin the elven cultist at level 25 on the 79th Pyre 123rd year of Ascendancy at 11:03/ 1 | 
Primary Stats
| Strength | 18 (base 13) | 
| Dexterity | 65 (base 55) | 
| Constitution | 24 (base 10) | 
| Magic | 16 (base 10) | 
| Willpower | 17 (base 10) | 
| Cunning | 77 (base 49) | 
Resources
| Life | -132/628 | 
| Stamina | 116/190 | 
| Healing Factor | 1.4472674059366 | 
| Regeneration | 4.9207091801844 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +10% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 10 | 
| See Stealth | 80.026497539839 | 
| See Invisible | 80.026497539839 | 
Offense: Mainhand
| Damage | 71 | 
| Accuracy | 53 | 
| Crit Chance | 44% | 
| APR | 11 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 41 | 
| Accuracy | 53 | 
| Crit Chance | 32% | 
| APR | 7 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 30 | 
| Crit Chance | 33% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 31 | 
| Crit Chance | 23% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +26% | 
| Blight | +17% | 
| Arcane | +12% | 
| Cold | +23% | 
| All | +2% | 
| Lightning | +24% | 
| Light | +12% | 
| Physical | +7% | 
| Darkness | +24% | 
| Nature | +22% | 
Offense: Damage Penetration
| Nature | +20% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 27 (30%) | 
| Defense | 61 | 
| Ranged Defense | 61 | 
| Fatigue | 0 | 
| Physical Save | 22 | 
| Spell Save | 12 | 
| Mental Save | 26 | 
Defense: Resistances
| Acid | + 16%( 70%) | 
| Blight | + 11%( 70%) | 
| Physical | + 9%( 70%) | 
| Cold | + 35%( 70%) | 
| All | + 4%( 70%) | 
| Lightning | + 37%( 70%) | 
| Light | + 33%( 70%) | 
| Darkness | + 13%( 70%) | 
| Nature | + 19%( 70%) | 
Defense: Immunities
| Stun Resistance | 0% | 
| Teleport Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Pinning Resistance | 100% | 
| Poison Resistance | 60% | 
| Knockback Resistance | 40% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 649% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 187 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. | 
Class Talents
| Technique / Combat techniques | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Stealth | 1.50 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Duelist | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Dual techniques | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Throwing knives | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Cunning / Trapping | 2.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Poisons | 2.80 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| Cunning / Dirty fighting | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Race / Halfling | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 5/5 | 
| Technique / Mobility | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Cunning / Lethality | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Scoundrel | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active | 
| You successfully escorted the injured seer to the recall portal on level 1 of Daikara.Escort: injured seer (level 1 of Daikara) As a reward you improved Cunning by +5. | done | 
| You failed to protect the lone alchemist from death by elder vampire.Escort: lone alchemist (level 8 of Dreadfell) | failed | 
| You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell.Escort: lost defiler (level 1 of Dreadfell) As a reward you improved Cunning by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell.Escort: lost sun paladin (level 6 of Dreadfell) As a reward you improved Cunning by +5. | done | 
| You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest.Escort: lost warrior (level 4 of Old Forest) As a reward you improved talent Unflinching Resolve (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Daikara.Escort: repented thief (level 2 of Daikara) As a reward you improved talent Misdirection (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell.Escort: repented thief (level 4 of Dreadfell) As a reward you improved talent Misdirection (+1 level(s)). | done | 
| 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 6. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed pouch of faeros ash. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed vampire lord fang. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed black mamba head. | 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 7 lumberjacks have died. | 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 |  Wanderer's Rest (4 def, 0 armour) 0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats Dex +3 offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. | 
| Quiver |  Morningquell (19/19, 155% power, 5 apr) 3.0 Encumbrance T4 shot ammo [Rare] Master Weapon Damage 155% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +17 Ignore Armor +5 Critical Rate +5.5% Capacity 19 On-ranged-hit +20 mind +20 arcane On-Hit, radius 1 +20 arcane On-crit, radius 2 +20 arcane +8 mind +20 light Shots are used with slings to pummel your foes to death. | 
| Light source |  Summertide Phial 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
| On head |  Cloud Caller (0 def, 0 armour) 2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 13 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 36.74 to 110.21 lightning damage (73.47 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. | 
| On hands |  Emirin the drakeskin leather gloves (15 def, 9 armour) 1.0 Encumbrance T4 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 10 darkness Damage +7% darkness +9% acid Accuracy +5 (+2 eff.) defense ------ Armor +9 Defense +15 (+4 eff.) Resistance +9% darkness +12% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Tool |  Honeywood Chalice 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats Str +5 offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+5 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. This item has been sent to the Item's Vault. | 
| On fingers |  treant's steel ring of lightning (+7%) =LIGHTNING= 0.1 Encumbrance T2 ring jewelry [Ego+] Nature While equipped: offense ------ Damage +12% lightning defense ------ Resistance +7% blight +6% nature +24% lightning Poison Resist +10% Disease Resist +10% Rings make your fingers look great! | 
| On fingers |  warrior's copper ring of frost (+22%) =FROST/STR= 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats Str +3 offense ------ Damage +11% cold defense ------ Armor +6 Resistance +22% cold Rings make your fingers look great! | 
| Around neck |  The Far-Hand 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats Con +10 defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 30 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (130). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. | 
| In main hand |  Life Drinker (152% power, 11 apr) 1.0 Encumbrance T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Weapon Damage 152% Range: 1.0x-1.3x Uses 35% Cun, 55% Mag Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats Cun +6 Mag +6 offense ------ Spell Crit +10% Spellpower +12 (+6 eff.) Damage +15% blight +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 2.0 Power cost 33 out of 50/50. Range 6 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 9.36 acid and 8.69 blight damage. If not cleared after five turns it will inflict 49.33 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. This item has been sent to the Item's Vault. | 
| Around waist |  Mighty Girdle 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. | 
| In off hand |  Crystalline Dwarven-steel dagger (126% power, 7 apr) =DAGGER= 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane A part of set. Weapon Damage 126% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Arcane Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats Wil +3 Con +3 offense ------ Physical Power +12 (+4 eff.) Spellpower +12 (+6 eff.) Damage +10% arcane Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Sharp, short and deadly. Transformed with the power of the Spellblaze. | 
| Cloak |  Serpentine Cloak (20 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats Dex +4 Wil +4 Cun +4 offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+5 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. This item has been sent to the Item's Vault. | 
| Main armor |  drakeskin leather armour of Eyal (20 def, 8 armour) 9.0 Encumbrance T5 light armor Reqs Str 20 [Ego+] Nature While equipped: defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Life +68.00 Life Regen +3.00 Healmod +13% A suit of armour made of leather. | 
Inventory
|  Rune of Dissipation ( ) 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune (absorb 205; dur 5; cd 14) 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 205 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Withering Orbs 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
|  Xeribeth the gold amulet =LIGHTNING= 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Dex +3 Wil +3 defense ------ Resistance +13% lightning Crit Resistance 10.00% Physical save +15 (+8 eff.) Spell save +11 (+9 eff.) Mind save +15 (+8 eff.) Healmod +12% Cut Resist +60% Stun Resist +35% other ------- Infravision +1 Heal: Puts all charms on 29 turn cooldown Effective talent level: 2.0 Power cost 29 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 198 life. The life healed will increase with your Mindpower. Amulets make your neck look great! | 
|  cleansing gold amulet of constitution (+3) =CON= 0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats Con +3 defense ------ Resistance +15% nature +16% blight Poison Resist +35% Disease Resist +26% Amulets make your neck look great! | 
|  warrior's steel amulet of strength (+2) =STR= 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Str +2 defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! | 
|  conjurer's copper ring of pilfering =MAG= 0.1 Encumbrance T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats Mag +5 Wil +5 offense ------ Spellpower +6 (+3 eff.) Accuracy +8 (+3 eff.) Ignore Armor +9 defense ------ Defense +8 (+2 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  copper ring 'Aryldanne' =MAG= 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats Mag +3 Wil +3 Con +3 offense ------ Damage +12% physical defense ------ Physical save +6 (+3 eff.) Blind Resist +20% Confus Resist +10% Rings make your fingers look great! | 
|  gold ring =RING= 0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! | 
|  rogue's steel ring of perseverance 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats Cun +3 defense ------ Defense +6 (+1 eff.) Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! | 
|  Unerring Scalpel (111% power, 25 apr) 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Cun, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. This item has been sent to the Item's Vault. | 
|  Unerring Scalpel (111% power, 25 apr) 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Cun, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. This item has been sent to the Item's Vault. | 
|  Unerring Scalpel (111% power, 25 apr) 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Cun, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. | 
|  Vileglamour (108% power, 6 apr) 1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 108% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +10% nature +5% light Accuracy +6 (+2 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 21 defense ------ Defense +7 (+2 eff.) Resistance +12% nature Disarm Resist +24% other ------- Light +2 Sharp, short and deadly. | 
|  manaburning iron greatsword of enduring (112% power, 1 apr) =CON= 3.0 Encumbrance T1 greatsword 2H weapon [Ego+] Nature/Disrupt Weapon Damage 112% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +17 item manaburn arcane On Hit: * 17 arcane resource burn While equipped: Stats Con +7 Wil +9 defense ------ Life +35.00 Massive two-handed swords. | 
|  enhanced iron longsword of erosion (103% power, 2 apr) =STATS= 3.0 Encumbrance T1 longsword 1H weapon [Ego+] Nature Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +5 nature While equipped: Stats Str +3 Dex +3 Mag +3 Wil +4 Cun +4 Con +4 Sharp, long, and deadly. | 
|  Dayravager the pulsing mindstar (107% power, 32 apr, mind damage) 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Rare] Nature Weapon Damage 107% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% On-hit +16 darkness +12 nature While equipped: offense ------ Mind Crit +4% Mindpower +14 (+7 eff.) Damage +18% darkness Ignore resists +15% light defense ------ Resistance +12% nature other ------- Light +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  Hare-Skin Sling 4.0 Encumbrance T3 sling 1H weapon [Unique] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats Lck +10 offense ------ Physical Crit +5.0% Move Speed +20% defense ------ Defense +10 (+2 eff.) other ------- Masteries +0.20 Cunning/Survival Inertial Shot: Effective talent level: 3.0 Power cost 7 out of 8/8. Range melee/personal Cooldown: 8 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. | 
|  enhanced rough leather sling of piercing =STATS/CON= 4.0 Encumbrance T1 sling 1H weapon [Ego++] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 While equipped: Stats Str +4 Dex +4 Mag +4 Wil +4 Cun +3 Con +5 offense ------ Ignore resists +5% all Accuracy +5 (+2 eff.) Ignore Armor +5 Slings are used to hurl stones or metal shots at your foes. | 
|  ash starstaff 'Bileradiance' (111% power, 3 apr, light element) =MAG= 5.0 Encumbrance T2 staff 2H weapon [Rare] Nature Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Mag +3 offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% light On-Hit (Melee): * 20% chance to slow global speed by 47% defense ------ Defense +7 (+2 eff.) Resistance +3% blight other ------- Light +5 See Invisibility +12 Talents +1 Command Staff Illuminate: Puts all charms on 5 turn cooldown Effective talent level: 2.0 Power cost 5 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 84.24 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  elven-wood magestaff of invocation (129% power, 5 apr, arcane element) 5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +18 (+9 eff.) Spellpower/crit +7 Damage +25% arcane other ------- Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 15.93 to 19.12 arcane damage Puts all charms on 7 turn cooldown Staves designed for wielders of magic, by the greats of the art. | 
|  Nerugatira the Duskwolf (116% power, 4 apr) =STR= 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Random Unique] Arcane/Master Weapon Damage 116% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +6 light +20 temporal Damage Against +17% Undead While equipped: Stats Str +7 offense ------ Damage +6% temporal +3% darkness +13% physical Accuracy +13 (+5 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 17% One-handed war axes. | 
|  Skullcleaver (120% power, 4 apr) 3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. This item has been sent to the Item's Vault. | 
|  Skullcleaver (120% power, 4 apr) 3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. This item has been sent to the Item's Vault. | 
|  rough leather belt of unlife =WATER= 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
|  spiritwalker's hardened leather belt of the giants 1.0 Encumbrance T3 belt armor [Ego+] Arcane/Master While equipped: Stats Mag +6 offense ------ Physical Power +4 (+1 eff.) defense ------ Spell save +7 (+7 eff.) other ------- Mana/turn +0.10 Max mana +26.00 Size +1 A belt that goes around your waist. | 
|  Gorugas (1 def, 0 armour) =STR/CON= 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Str +3 Con +6 offense ------ Critical power +14.00% Accuracy +6 (+2 eff.) Ignore Armor +7 defense ------ Defense +1 (+0 eff.) Stealth +7 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  spellcowled linen cloak of the Shaloren (1 def, 0 armour) =MAG= 2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: Stats Mag +4 Wil +3 defense ------ Defense +1 (+0 eff.) Spell save +6 (+6 eff.) other ------- Max mana +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Evermoss Robe (12 def, 0 armour) 2.0 Encumbrance T4 cloth armor [Unique] Nature While equipped: Stats Wil +5 offense ------ Mind Crit +5% Mindpower +12 (+6 eff.) Damage +30% nature Ignore resists +10% nature When Hit 35 nature slow defense ------ Defense +12 (+3 eff.) Resistance +25% nature +13% all Physical save +15 (+8 eff.) Life Regen +0.20 Healmod +15% other ------- Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. | 
|  Voidmalice (0 def, 0 armour) =MAG= 2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: Stats Mag +5 Wil +5 defense ------ Resistance +15% darkness +7% all other ------- Mana/turn +0.11 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  timebroken Rags of the Sanctuary (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats Mag +3 Wil +3 offense ------ Spell Crit +2% Spellpower +3 (+1 eff.) Damage +7% arcane +5% temporal defense ------ Resistance +7% all other ------- Max mana +21.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Bregadokor the pair of hardened leather boots (0 def, 3 armour) =mag= 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Mag +6 defense ------ Armor +3 Resistance +6% temporal Life +60.00 Healmod +10% other ------- Stamina/turn +0.50 Mana/turn +0.16 Max mana +20.00 Max stamina +16.00 A pair of boots made of leather. | 
|  Burnumbra the pair of rough leather boots (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Lck +6 Dex +4 offense ------ When Hit 10 fire defense ------ Armor +1 Resistance +3% darkness +5% arcane Stealth +6 A pair of boots made of leather. | 
|  Flametaint the pair of hardened leather boots (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Str +2 Dex +5 Wil +5 Cun +2 Lck +9 offense ------ Ignore resists +20% fire defense ------ Armor +3 Resistance +6% fire Stealth +10 other ------- See Invisibility +3 A pair of boots made of leather. | 
|  Lelidan the pair of hardened leather boots (11 def, 3 armour) 2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: defense ------ Armor +3 Defense +11 (+3 eff.) Resistance +6% lightning +8% fire +8% cold Life Regen +4.00 Blind Resist +20% Silence Resist +31% Confus Resist +26% Stun Resist +35% other ------- Light +2 See Invisibility +6 Evasion: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 2.6 Power cost 25 out of 30/30. Range melee/personal Cooldown: 22 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. | 
|  pair of hardened leather boots 'Xanitira' (0 def, 3 armour) =LIGHTNING= 2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats Cun +2 Wil +2 defense ------ Armor +3 Resistance +7% lightning +17% temporal +9% blight other ------- Max psi +10.00 A pair of boots made of leather. | 
|  Flamewrought (0 def, 2 armour) 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats Cun +2 Wil +3 offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 40.60 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. | 
|  hardened leather gloves 'Woemire' (0 def, 2 armour) =MAG= 1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats Mag +3 offense ------ Damage +4% arcane On-Hit (Melee): * 10% chance to reduce damage dealt by 17% defense ------ Armor +2 Resistance +6% darkness Disease Resist +20% Knockbk Resist +10% other ------- Infravision +1 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. | 
|  hardened leather gloves of strength (+3) (0 def, 2 armour) =STR= 1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats Str +3 offense ------ Physical Power +8 (+2 eff.) defense ------ Armor +2 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. | 
|  Treepiety the hardened leather cap (0 def, 3 armour) =MAG= 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats Mag +3 Wil +2 Cun +3 offense ------ Damage +3% nature On-Hit (Melee): * 20% chance to slow global speed by 47% defense ------ Armor +3 Fatigue +3% Resistance +8% lightning +8% temporal A cap made of leather. | 
|  insulating hardened leather cap of constitution (+4) (0 def, 3 armour) =CON= 2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats Con +4 defense ------ Armor +3 Fatigue +3% Resistance +8% fire +5% cold A cap made of leather. | 
|  insulating rough leather cap of strength (+3) (0 def, 1 armour) =STR= 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats Str +3 defense ------ Armor +1 Fatigue +1% Resistance +5% fire +6% cold A cap made of leather. | 
|  Fire Dragon Shield (16 def, 9 armour, 220 block) 7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 28 [Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. When Hit 17 fire defense ------ Armor +9 Defense +16 (+4 eff.) Ranged Defense +15 (+4 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. | 
|  Essence of Bearness 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 82 power out of 100/100 The very essence of bearness! | 
|  Fulirolamnir (22/22, 122% power, 11 apr) 3.0 Encumbrance T2 arrow ammo [Rare] Arcane Weapon Damage 122% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +3.5% Capacity 22 Projectile Speed +200% On-ranged-hit +20 blight +12 temporal +12 arcane +11 item temporal energize On Hit: * 11% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. | 
|  105 alchemist agate 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  Windborne Azurite 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats Cun +8 Dex +8 Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats Cun +8 Dex +8 Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. | 
|  5 aquamarine 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  2 lapis lazuli 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  2 opal 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con +2 Item imbue powers: Stats Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  4 topaz 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Mayagavena (dig speed 15 turns) =MAG= 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats Str +4 Dex +2 Mag +11 defense ------ Resistance +8% darkness +7% fire other ------- Infravision +2 See Invisibility +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Tooth of the Mouth (dig speed 12 turns) 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
|  emerald 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Heart of Poosh 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 82 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? | 
| Mirror of Reflection (Portable)Mirror of Reflection (Portable) 0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. | 
|  Scrying Orb 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  garnet 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Recall (2/2) 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  4 amethyst 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  quartz 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
Achievements
 Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
			Killed Borius in the Bearscape.
			Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
			Killed Borius in the Bearscape.By Sneakystep the Halfling Rogue level 16
65th Dusk 122nd year of Ascendancy at 04:27 see stats
 Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Sneakystep the Halfling Rogue level 19
63rd Haze 122nd year of Ascendancy at 06:13 see stats
 Don't Poosh it! (Nightmare (Roguelike) difficulty)
			Killed Kelad in the lost land of Poosh.
			Don't Poosh it! (Nightmare (Roguelike) difficulty)
			Killed Kelad in the lost land of Poosh.By Sneakystep the Halfling Rogue level 20
9th Decay 122nd year of Ascendancy at 01:25 see stats
 Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By Sneakystep the Halfling Rogue level 21
33rd Regrowth 123rd year of Ascendancy at 02:04 see stats
 Eye of the storm (Nightmare (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Nightmare (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Sneakystep the Halfling Rogue level 24
80th Regrowth 123rd year of Ascendancy at 18:11 see stats
 Home sweet home (Nightmare (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Nightmare (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sneakystep the Halfling Rogue level 25
78th Pyre 123rd year of Ascendancy at 08:18 see stats
 Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Sneakystep the Halfling Rogue level 10
13rd Dusk 122nd year of Ascendancy at 05:56 see stats
 Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.By Sneakystep the Halfling Rogue level 20
68th Haze 122nd year of Ascendancy at 23:45 see stats
 Poisonous (Nightmare (Roguelike) difficulty)
			Sided with the assassin lord.
			Poisonous (Nightmare (Roguelike) difficulty)
			Sided with the assassin lord.By Sneakystep the Halfling Rogue level 18
51st Haze 122nd year of Ascendancy at 16:56 see stats
 Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.By Sneakystep the Halfling Rogue level 25
78th Pyre 123rd year of Ascendancy at 19:35 see stats
 The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Sneakystep the Halfling Rogue level 7
77th Pyre 122nd year of Ascendancy at 04:21 see stats
 The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By Sneakystep the Halfling Rogue level 8
10th Mirth 122nd year of Ascendancy at 07:39 see stats
 Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Sneakystep the Halfling Rogue level 17
70th Dusk 122nd year of Ascendancy at 13:49 see stats
Log
Sneakystep uses Venomous Throw.
Decrepitude Disease from Siligarin the elven cultist hits Sneakystep for 42 blight damage.
Rotting Disease from Siligarin the elven cultist hits Sneakystep for 57 blight damage.
Sneakystep's Venomous Throw performs a melee critical strike against Siligarin the elven cultist!
Siligarin the elven cultist vanishes from sight.
Siligarin the elven cultist deactivates Secrets of the Eternals.
Siligarin the elven cultist is magically poisoned!
Siligarin the elven cultist is poisoned!
Siligarin the elven cultist slows down.
Sneakystep's Venomous Throw hits Siligarin the elven cultist for (586 to bones), 0 nature, 8 darkness, 12 light, (236 to bones), 0 nature (20 total damage).
Siligarin the elven cultist casts Timeless.
Siligarin the elven cultist is no longer poisoned.
Siligarin the elven cultist speeds up.
Siligarin the elven cultist is no longer magically poisoned.
Vulnerability Poison from Sneakystep hits Siligarin the elven cultist for 25 arcane damage.
Deadly Poison from Sneakystep hits Siligarin the elven cultist for (72 to bones), 0 nature (0 total damage).
Sneakystep uses Throwing Knives.
Siligarin the elven cultist casts Soul Rot.
Siligarin the elven cultist's spell attains critical power!
Siligarin the elven cultist is surging arcane power.
Siligarin the elven cultist's spell attains critical power!
Bone Spike hits Sneakystep for 98 physical damage.
Sneakystep's Throwing Knife performs a melee critical strike against Siligarin the elven cultist!
Siligarin the elven cultist is magically poisoned!
Siligarin the elven cultist is poisoned!
Sneakystep's Throwing Knife hits Siligarin the elven cultist for (195 to bones), 0 physical, 8 darkness, 12 light (20 total damage).
Sneakystep reacts to damage from Siligarin the elven cultist's Soul Rot, mitigating the blow!.
Siligarin the elven cultist's Soul Rot hits Sneakystep for (187 reacted , -5 stam), 395 blight (395 total damage).
Sneakystep the level 25 halfling rogue was debilitated by noxious blight before falling to death by Siligarin the elven cultist on level 3 of Dark crypt.
































































