










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | ASCII/Modern Graphics Mode 1.7.0Request from impsy on the Discord. Modifies the "Modern" graphics mode to use ASCII tiles with backgrounds for terrain and some other elements, while using the Modern high quality graphics for creatures, items, and projectiles. To use, your Graphics mode MUST be set to "Modern", not "ASCII" or "ASCII w/ Backgrounds". Unusual graphical issues may result, due to the mixing of graphics modes, especially with talents that create terrain. 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! 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 | Maj'Eyal | 
| Mode | Normal Exploration | 
| Sex | Male | 
| Race | Skeleton | 
| Class | Skirmisher | 
| Level / Exp | 20 / 10% | 
| Size | medium | 
| Lifes / Deaths | Killed by Oria the human at level 5 on the 18th Dusk 122nd year of Ascendancy at 10:05  / 71Killed by Lbteria the halfling at level 6 on the 56th Dusk 122nd year of Ascendancy at 19:08 Killed by Aerabeth the bandit at level 7 on the 49th Haze 122nd year of Ascendancy at 14:20 Killed by cold drake at level 13 on the 70th Haze 122nd year of Ascendancy at 18:32 Killed by ice wyrm at level 13 on the 70th Haze 122nd year of Ascendancy at 19:45 Killed by armoured skeleton warrior at level 13 on the 71st Haze 122nd year of Ascendancy at 00:05 Killed by armoured skeleton warrior at level 13 on the 71st Haze 122nd year of Ascendancy at 00:58 Killed by Aereselaith the mountain troll at level 13 on the 71st Haze 122nd year of Ascendancy at 03:36 Killed by armoured skeleton warrior at level 13 on the 71st Haze 122nd year of Ascendancy at 06:33 Killed by armoured skeleton warrior at level 13 on the 71st Haze 122nd year of Ascendancy at 09:51 Killed by Emuthra the rogue at level 13 on the 71st Haze 122nd year of Ascendancy at 13:01 Killed by Emuthra the rogue at level 13 on the 71st Haze 122nd year of Ascendancy at 14:21 Killed by orc master assassin at level 13 on the 71st Haze 122nd year of Ascendancy at 15:02 Killed by orc master assassin at level 13 on the 71st Haze 122nd year of Ascendancy at 16:10 Killed by minotaur at level 13 on the 71st Haze 122nd year of Ascendancy at 23:41 Killed by minotaur at level 13 on the 72nd Haze 122nd year of Ascendancy at 00:25 Killed by Saludheratira the skeleton magus at level 13 on the 72nd Haze 122nd year of Ascendancy at 01:11 Killed by Zubabeth the orc cryomancer at level 13 on the 72nd Haze 122nd year of Ascendancy at 02:02 Killed by Zubabeth the orc cryomancer at level 13 on the 72nd Haze 122nd year of Ascendancy at 02:51 Killed by Saludheratira the skeleton magus at level 13 on the 72nd Haze 122nd year of Ascendancy at 03:45 Killed by Zubabeth the orc cryomancer at level 13 on the 72nd Haze 122nd year of Ascendancy at 04:33 Killed by Saludheratira the skeleton magus at level 13 on the 72nd Haze 122nd year of Ascendancy at 05:17 Killed by Saludheratira the skeleton magus at level 13 on the 72nd Haze 122nd year of Ascendancy at 06:00 Killed by Saludheratira the skeleton magus at level 13 on the 72nd Haze 122nd year of Ascendancy at 06:37 Killed by Saludheratira the skeleton magus at level 13 on the 72nd Haze 122nd year of Ascendancy at 07:26 Killed by Saludheratira the skeleton magus at level 13 on the 72nd Haze 122nd year of Ascendancy at 08:05 Killed by Saludheratira the skeleton magus at level 13 on the 72nd Haze 122nd year of Ascendancy at 09:21 Killed by Saludheratira the skeleton magus at level 13 on the 72nd Haze 122nd year of Ascendancy at 10:30 Killed by Saludheratira the skeleton magus at level 13 on the 72nd Haze 122nd year of Ascendancy at 11:31 Killed by Saludheratira the skeleton magus at level 13 on the 72nd Haze 122nd year of Ascendancy at 12:46 Killed by Saludheratira the skeleton magus at level 13 on the 72nd Haze 122nd year of Ascendancy at 15:56 Killed by Saludheratira the skeleton magus at level 13 on the 72nd Haze 122nd year of Ascendancy at 16:49 Killed by Saludheratira the skeleton magus at level 13 on the 72nd Haze 122nd year of Ascendancy at 17:35 Killed by Saludheratira the skeleton magus at level 13 on the 72nd Haze 122nd year of Ascendancy at 19:08 Killed by Saludheratira the skeleton magus at level 13 on the 72nd Haze 122nd year of Ascendancy at 20:17 Killed by Saludheratira the skeleton magus at level 13 on the 72nd Haze 122nd year of Ascendancy at 21:13 Killed by Saludheratira the skeleton magus at level 13 on the 72nd Haze 122nd year of Ascendancy at 21:52 Killed by Saludheratira the skeleton magus at level 13 on the 73rd Haze 122nd year of Ascendancy at 00:34 Killed by Saludheratira the skeleton magus at level 13 on the 73rd Haze 122nd year of Ascendancy at 01:33 Killed by Saludheratira the skeleton magus at level 13 on the 73rd Haze 122nd year of Ascendancy at 02:24 Killed by Saludheratira the skeleton magus at level 13 on the 73rd Haze 122nd year of Ascendancy at 03:13 Killed by Saludheratira the skeleton magus at level 13 on the 73rd Haze 122nd year of Ascendancy at 05:07 Killed by Saludheratira the skeleton magus at level 13 on the 73rd Haze 122nd year of Ascendancy at 06:06 Killed by Saludheratira the skeleton magus at level 13 on the 73rd Haze 122nd year of Ascendancy at 06:51 Killed by Saludheratira the skeleton magus at level 13 on the 73rd Haze 122nd year of Ascendancy at 09:35 Killed by Saludheratira the skeleton magus at level 13 on the 73rd Haze 122nd year of Ascendancy at 11:40 Killed by Saludheratira the skeleton magus at level 13 on the 73rd Haze 122nd year of Ascendancy at 13:29 Killed by Saludheratira the skeleton magus at level 13 on the 73rd Haze 122nd year of Ascendancy at 15:18 Killed by Saludheratira the skeleton magus at level 13 on the 73rd Haze 122nd year of Ascendancy at 16:19 Killed by Saludheratira the skeleton magus at level 13 on the 73rd Haze 122nd year of Ascendancy at 17:58 Killed by Saludheratira the skeleton magus at level 13 on the 73rd Haze 122nd year of Ascendancy at 19:47 Killed by Saludheratira the skeleton magus at level 13 on the 73rd Haze 122nd year of Ascendancy at 21:55 Killed by Saludheratira the skeleton magus at level 13 on the 74th Haze 122nd year of Ascendancy at 00:13 Killed by Saludheratira the skeleton magus at level 13 on the 74th Haze 122nd year of Ascendancy at 01:28 Killed by Ce'Noth the giant red ant at level 13 on the 74th Haze 122nd year of Ascendancy at 05:40 Killed by Ce'Noth the giant red ant at level 13 on the 74th Haze 122nd year of Ascendancy at 06:32 Killed by Ce'Noth the giant red ant at level 13 on the 74th Haze 122nd year of Ascendancy at 08:13 Killed by Ce'Noth the giant red ant at level 13 on the 74th Haze 122nd year of Ascendancy at 09:00 Killed by Ce'Noth the giant red ant at level 13 on the 74th Haze 122nd year of Ascendancy at 09:56 Killed by armoured skeleton warrior at level 19 on the 6th Regrowth 123rd year of Ascendancy at 13:38 Killed by armoured skeleton warrior at level 19 on the 6th Regrowth 123rd year of Ascendancy at 14:35 Killed by Celia at level 19 on the 6th Regrowth 123rd year of Ascendancy at 15:27 Killed by Zubuletta the skeleton warrior at level 19 on the 6th Regrowth 123rd year of Ascendancy at 16:53 Killed by Velorin the skeleton warrior at level 19 on the 6th Regrowth 123rd year of Ascendancy at 17:36 Killed by Xyma the skeleton warrior at level 19 on the 6th Regrowth 123rd year of Ascendancy at 19:24 Killed by Ivadhedhethra the bone giant at level 20 on the 6th Regrowth 123rd year of Ascendancy at 20:11 Killed by Mayama the vampire at level 20 on the 6th Regrowth 123rd year of Ascendancy at 20:56 Killed by Xyma the skeleton warrior at level 20 on the 6th Regrowth 123rd year of Ascendancy at 22:13 Killed by Xyma the skeleton warrior at level 20 on the 6th Regrowth 123rd year of Ascendancy at 23:05 Killed by Polulle the ghoul at level 20 on the 7th Regrowth 123rd year of Ascendancy at 01:10 Killed by Ivadhedhethra the bone giant at level 20 on the 7th Regrowth 123rd year of Ascendancy at 02:58  | 
Primary Stats
| Strength | 34 (base 10) | 
| Dexterity | 46 (base 26) | 
| Constitution | 40 (base 28) | 
| Magic | 18 (base 10) | 
| Willpower | 35 (base 11) | 
| Cunning | 54 (base 48) | 
Resources
| Life | 533/533 | 
| Stamina | 214/214 | 
| Healing Factor | 1.5222297605397 | 
| Regeneration | 9.5139360033731 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +25% | 
| Spell | 0% | 
| Global | +95.238095238095% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
Offense: Mainhand
| Damage | 66 | 
| Accuracy | 44 | 
| Crit Chance | 32% | 
| APR | 6 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 23 | 
| Crit Chance | 14% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 36 | 
| Crit Chance | 18% | 
| Speed | 1 | 
Offense: Damage Bonus
| Physical | +8% | 
| Acid | +15% | 
| Light | +10% | 
| Nature | +13% | 
| Darkness | +23% | 
| Arcane | +15% | 
| Cold | +30% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 38 (55%) | 
| Defense | 43 | 
| Ranged Defense | 43 | 
| Fatigue | 2 | 
| Physical Save | 31 | 
| Spell Save | 18 | 
| Mental Save | 31 | 
Defense: Resistances
| Acid | + 24%( 70%) | 
| Blight | + 30%( 70%) | 
| Cold | + 25%( 70%) | 
| All | 0%( 70%) | 
| Darkness | + 30%( 70%) | 
| Light | + 19%( 70%) | 
| Temporal | + 5%( 70%) | 
| Lightning | + 12%( 70%) | 
| Fire | -1%( 70%) | 
| Nature | + 30%( 70%) | 
Defense: Immunities
| Fear Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 100% | 
| Bleed Resistance | 100% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 50 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.  | 
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%.  | 
Class Talents
| Cunning / Poisons | 1.50 | 
  | 4/5 | 
  | 3/5 | 
  | 3/5 | 
  | 1/5 | 
| Technique / Tireless Combatant | 1.30 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Skirmisher - Slings | 1.30 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Called Shots | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Buckler Training | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Undead / Skeleton | 1.10 | 
  | 4/5 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Mobility | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Scoundrel | 1.30 | 
  | 3/5 | 
  | 2/5 | 
  | 4/5 | 
  | 3/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| talent | Pace Yourself | 
| talent | Apply Poison | 
| talent | Numbing Poison | 
| talent | Crippling Poison | 
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception | 
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe 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 graveYou 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments.  | done | 
You failed to protect the lone alchemist from death by forest troll. Escort: lone alchemist (level 2 of Trollmire) | failed | 
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+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 treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal..  | active | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | active | 
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 FortressWith 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: 1.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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.  | active | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed bear paw. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed black mamba head. * '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.' * You've found the needed green worm. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed sandworm tooth.  | active | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died.  | done | 
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble.  | done | 
Equipment
| On feet |  wanderer's pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +1 Con Physical save: +10 (+5 eff.) Mental save: +11 (+5 eff.) Movement speed: +25% A pair of boots made of leather.  | 
| Quiver |  Neruvena (21/21, 20-24 power, 2 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +12.5% Capacity: 21 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 145 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +12 blight / +17 physical / +6 nature / +12 arcane Shots are used with slings to pummel your foes to death.  | 
| Light source |  Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(90 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
| On head |  linen wizard hat of arcana (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag / +3 Wil Spellpower: +4 (+2 eff.) A pointy cloth hat, very wizardly...  | 
| On hands |  Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid.  | 
| Tool |  elm totem of healing [power 110]  (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers |  Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it.  | 
| On fingers |  Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 16.29 cold and 13.54 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch.  | 
| Around neck |  Xarevena the DeepspowerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +4 Armour: +4 Fatigue: -6% Changes stats: +3 Str / +5 Con Changes damage: +3% darkness Life regen: +2.00 Amulets make your neck look great!  | 
| In main hand |  hardened leather sling 'Baryfast'Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +3.0% Changes stats: +4 Wil Changes resistances: +6% acid / +9% fire / +6% lightning Mental crit. chance: +4% Slings are used to hurl stones or metal shots at your foes.  | 
| Around waist |  rough leather belt 'Elawe'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +5 (+2 eff.) Changes stats: +2 Dex Changes resistances: +6% lightning / +5% temporal Changes damage: +15% acid A belt that goes around your waist.  | 
| In off hand |  acidic dwarven-steel shield of acid resistance (+18%) (0 def, 6 armour, 32-38 power, 78.5 block)Requires: - Shield usage training - Cunning 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.0 - 38.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 On weapon hit: * 10% chance to reduce armor by 23% When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 8 acid Changes resistances: +18% acid Talent granted: +1 Block Handheld deflection devices.  | 
| Cloak |  Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric.  | 
| 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 (+4 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.  | 
Inventory
 Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great.  | 
 Prismatic Rune (6 turns; lightning, physical, darkness, blight, fire, temporal)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 2 physical, 4 darkness, 4 blight, 5 fire, 3 temporal 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.  | 
 acid wave rune of the warrior (damage 120; dur 4; cd 21)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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 120.52 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 biting gale rune of the duelist (damage 170; dur 4; cd 18)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 170.56 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 blink rune of the psychic (range 5; phase 15; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 blink rune of the titan (range 5; phase 15; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shatter afflictions rune of the sneak (absorb 78; cd 14)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: 14 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 78 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 Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shatter afflictions rune of the wizard (absorb 43; cd 19)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: 19 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 43 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 Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 BetugasekiraPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +13 Changes stats: +4 Str / +7 Mag / +2 Con Critical mult.: +27.00% Mana each turn: +0.17 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +29.00 Amulets make your neck look great!  | 
 stabilizing steel amulet of magic (+3)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +10% temporal Pinning immunity: +21% Knockback immunity: +27% Amulets make your neck look great!  | 
 conjurer's steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +4 Wil Blindness immunity: +20% Spellpower: +6 (+3 eff.) Infravision radius: +4 See stealth: +8 See invisible: +5 Rings make your fingers look great!  | 
 savior's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +6 (+3 eff.) Spell save: +9 (+5 eff.) Mental save: +6 (+3 eff.) Blindness immunity: +21% Infravision radius: +4 See stealth: +5 See invisible: +9 Rings make your fingers look great!  | 
 steel ring 'Koreruihir'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +1 Mag Changes resistances: +22% lightning / +5% arcane Changes damage: +11% lightning Spell save: +3 (+2 eff.) Confusion immunity: +20% Light radius: +2 Rings make your fingers look great!  | 
 4 agate0.00 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.  | 
 3 onyx0.00 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.  | 
 7 aquamarine0.00 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.  | 
 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 10 opal0.00 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.  | 
 15 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart.  | 
 Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on.  | 
 5 emerald0.00 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.  | 
 12 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Crystal FocusPowered 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.  | 
 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 4 garnet0.00 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.  | 
 Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Transmogrification ChestPowered 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.  | 
 Zubadavena the Chargeborn (18/18, 21-25 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.0 - 25.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 Damage (Ranged): +20 lightning / +9 light / +8 mind Damage (radius 2) on crit: +4 mind Damage against: +8% Undead Shots are used with slings to pummel your foes to death.  | 
 barbed pouch of steel shots of wind (21/21, 27-33 power, 2 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 27.5 - 33.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +10.5% Capacity: 21 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 124 physical damage On weapon crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Shots are used with slings to pummel your foes to death.  | 
 thought-forged pouch of stralite shots of vileness (20/20, 45-54 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.5 - 54.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 Turns elapse between self-loadings: 6 On weapon hit: * 17% chance to reduce strength, dexterity, and constitution by 14 * 10% chance to reduce all saves and defense by 24 Damage (Ranged): +7 blight / +9 mind Shots are used with slings to pummel your foes to death.  | 
 Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+5 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind.  | 
 extending elm totem of stinging [power 110]  (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 124 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power.  | 
 14 amethyst0.00 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.  | 
 elm wand of conjuration [power 100]  (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 130 cold damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 focusing elm wand of shielding [power 110]  (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 innervating elm wand of clairvoyance [power 9]  (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 41 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 powerful ash wand of shielding [power 182]  (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.  | 
 quartz0.00 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.  | 
 5 ametrine0.00 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.  | 
 2 citrine0.00 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.  | 
 6 zircon0.00 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
			Curse Lifter (Exploration mode)
			Killed Ben Cruthdar the Cursed.By Tedor the Skeleton Skirmisher level 6
47th Dusk 122nd year of Ascendancy at 17:37 see stats
			Exterminator (Exploration mode)
			Killed 1000 creatures.By Tedor the Skeleton Skirmisher level 19
8th Allure 123rd year of Ascendancy at 13:33 see stats
			Home sweet home (Exploration mode)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tedor the Skeleton Skirmisher level 19
1st Regrowth 123rd year of Ascendancy at 05:32 see stats
			Level 10 (Exploration mode)
			Got a character to level 10.By Tedor the Skeleton Skirmisher level 10
58th Haze 122nd year of Ascendancy at 14:54 see stats
			Level 20 (Exploration mode)
			Got a character to level 20.By Tedor the Skeleton Skirmisher level 20
6th Regrowth 123rd year of Ascendancy at 20:05 see stats
			Tales of the Spellblaze (Exploration mode)
			Learned the eight chapters of the Spellblaze Chronicles.By Tedor the Skeleton Skirmisher level 20
16th Regrowth 123rd year of Ascendancy at 05:35 see stats
			The Arena (Exploration mode)
			Unlocked Arena mode.By Tedor the Skeleton Skirmisher level 10
59th Haze 122nd year of Ascendancy at 18:53 see stats
			The secret city (Exploration mode)
			Discovered the truth about mages.By Tedor the Skeleton Skirmisher level 4
14th Dusk 122nd year of Ascendancy at 17:10 see stats
			Treasure Hunter (Exploration mode)
			Amassed 1000 gold pieces.By Tedor the Skeleton Skirmisher level 16
3rd Allure 123rd year of Ascendancy at 05:14 see stats
Log
Deadly Poison from Tedor hits Fortress Shadow for 0 nature damage.
Fortress Shadow resists the wave!
Tedor's tidal wave hits Fortress Shadow for 0 cold, 0 physical (0 total damage).
Deadly Poison from Tedor hits Fortress Shadow for 0 nature damage.
Fortress Shadow resists the wave!
Tedor's tidal wave hits Fortress Shadow for 0 cold, 0 physical (0 total damage).
Deadly Poison from Tedor hits Fortress Shadow for 0 nature damage.
Fortress Shadow resists the wave!
Tedor's tidal wave hits Fortress Shadow for 0 cold, 0 physical (0 total damage).
Deadly Poison from Tedor hits Fortress Shadow for 0 nature damage.
Fortress Shadow resists the wave!
Tedor's tidal wave hits Fortress Shadow for 0 cold, 0 physical (0 total damage).
Deadly Poison from Tedor hits Fortress Shadow for 0 nature damage.
Deadly Poison from Tedor hits Fortress Shadow for 0 nature damage.
Rested for 6 turns (stop reason: all resources and life at maximum).
Resting starts...
Fortress Shadow is no longer poisoned.
Talent Bash and Smash is ready to use.
Rested for 49 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a teleportation circle to the surface here (press '' or right click to use).
Ran for 7 turns (stop reason: at exit).



























































































