










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Shalore | 
| Class | Archmage | 
| Level / Exp | 19 / 34% | 
| Size | medium | 
| Lifes / Deaths | Killed by Eliwen the black bear at level 12 on the 40th Dusk 122nd year of Ascendancy at 07:490 / 6 Killed by snow giant boulder thrower at level 13 on the 3rd Haze 122nd year of Ascendancy at 21:14 Killed by Nurghamo the Bringer of Doom at level 14 on the 5th Haze 122nd year of Ascendancy at 23:22 Killed by gigantic corrosive tunneler at level 16 on the 29th Haze 122nd year of Ascendancy at 04:46 Killed by skeleton magus at level 19 on the 56th Haze 122nd year of Ascendancy at 22:38 Killed by Lord of Skulls (mage) at level 19 on the 57th Haze 122nd year of Ascendancy at 01:45 | 
Primary Stats
| Strength | 8 (base 10) | 
| Dexterity | 11 (base 10) | 
| Constitution | 10 (base 10) | 
| Magic | 63 (base 47) | 
| Willpower | 51 (base 38) | 
| Cunning | 12 (base 11) | 
Resources
| Life | -25/259 | 
| Mana | 464/473 | 
| Healing Factor | 1.1500003099961 | 
| Regeneration | 1.4375003874951 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| See Stealth | 6 | 
| See Invisible | 5 | 
Offense: Mainhand
| Damage | 21 | 
| Accuracy | 5 | 
| Crit Chance | 5% | 
| APR | 4 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 57 | 
| Crit Chance | 15% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 31 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Damage Bonus
| Light | +12% | 
| Physical | +5% | 
| Arcane | +6% | 
| Mind | +15% | 
| All | 0% | 
Offense: Damage Penetration
| Cold | +25% | 
| Lightning | +5% | 
Defense: Base
| Armour (hardiness) | 3 (30%) | 
| Defense | 1 | 
| Ranged Defense | 1 | 
| Fatigue | 0 | 
| Physical Save | 6 | 
| Spell Save | 40 | 
| Mental Save | 34 | 
Defense: Resistances
| Mind | + 14%( 70%) | 
| Lightning | + 19%( 70%) | 
| Nature | + 29%( 70%) | 
| Cold | + 29%( 70%) | 
| Blight | + 64%( 70%) | 
| Physical | + 42%( 70%) | 
| Fire | + 14%( 70%) | 
| All | + 11%( 70%) | 
Defense: Immunities
| Disarm Resistance | 42% | 
| Pinning Resistance | 43% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 43% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Shielding 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 create a protective shield absorbing at most 100 damage for 5 turns. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions 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 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: 1.0Rune: Manasurge Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (107 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. | 
Class Talents
| Spell / Arcane | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Phantasm | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Earth | 1.50 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Fire | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Water | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Spell / Temporal | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Air | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Aether | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Spell / Aegis | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Divination | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Conveyance | 1.30 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Race / Shalore | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
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 | 
| You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.Echoes of the Spellblaze There are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done | 
| You successfully escorted the injured seer to the recall portal on level 3 of Old Forest.Escort: injured seer (level 3 of Old Forest) As a reward you improved Magic by +5. | done | 
| You failed to protect the lost defiler from death by snow giant thunderer.Escort: lost defiler (level 1 of Daikara) | failed | 
| You failed to protect the lost defiler from death by grave wight.Escort: lost defiler (level 6 of Dreadfell) | failed | 
| You failed to protect the lost warrior from death by red jelly.Escort: lost warrior (level 1 of Ruins of Kor'Pul) | failed | 
| You failed to protect the lost warrior from death by dire wolf.Escort: lost warrior (level 8 of Dreadfell) | failed | 
| You failed to protect the repented thief from death by Alrik.Escort: repented thief (level 1 of Dreadfell) | failed | 
| You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves.Escort: temporal explorer (level 3 of Scintillating Caves) As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | 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 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 | 
| The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars.Spellblaze Fallouts It has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done | 
| 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. | 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 Alchemists Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed snow giant kidney. * '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.' | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within | active | 
Equipment
| On feet |  Arcmark the pair of rough leather boots (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +4 Wil offense ------ Spellpower +4 (+2 eff.) defense ------ Armor +1 Resistance +6% lightning Mind save +3 (+1 eff.) other ------- Vim-on-crit +2.00 Hate-on-crit +3.00 Max psi +10.00 A pair of boots made of leather. | 
| Light source |  Zavon the Kindlerigor 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +12% light Ignore resists +5% lightning defense ------ Resistance +3% lightning Mind save +6 (+3 eff.) other ------- Light +5 See Stealth +6 See Invisibility +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  eldritch linen wizard hat (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: offense ------ Spellpower +6 (+2 eff.) defense ------ Defense +1 (+1 eff.) other ------- Mana/turn +0.80 Mana when Hit +0.70 Max mana +42.00 Manaflow: Puts all charms on 40 turn cooldown Effective talent level: 1.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... | 
| Tool |  Flamefoe the ash wand of shielding [power 182]  (20 cooldown) 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Mind Crit +1% Damage +15% mind Ignore resists +25% cold defense ------ Resistance +3% fire Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| On fingers |  copper ring of tenacity 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +20.00 Disarm Resist +20% Pinning Resist +23% Knockbk Resist +23% Rings make your fingers look great! | 
| On fingers |  wizard's gold ring of tenacity 0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag defense ------ Spell save +8 (+3 eff.) Life +26.00 Disarm Resist +22% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! | 
| Around waist |  Girdle of the Calm Waters 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. | 
| In main hand |  Penitence (111% power, 4 apr, physical element) 5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Nature Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+5 eff.) defense ------ Resistance +40% blight +30% physical Affinity +20% physical Spell save +15 (+5 eff.) Disease Resist +50% other ------- Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. | 
| On hands |  hardened leather gloves of magic (+2) (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +6% arcane 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. | 
| Main armor |  Brandrip the cashmere robe (0 def, 0 armour) 2.0 Encumbrance T3 cloth armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ Mind Crit +3% Spellpower +20 (+6 eff.) Mindpower +3 (+2 eff.) Spellpower/crit +4 When Hit 2 arcane 4 fire defense ------ Resistance +3% mind +11% all Mind save +17 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak |  Wrap of Stone (0 def, 0 armour) 2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+2 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 1.5 Power cost 60 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 119.89 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. | 
| Around neck |  restful copper amulet of magic (+3) 0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! | 
Inventory
|  Primal Infusion (affinity 15%; reduction 3; dur 4; cd 18) 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. | 
|  Withering Orbs 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 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... | 
|  copper ring of pilfering 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +7 (+7 eff.) Ignore Armor +8 defense ------ Defense +7 (+7 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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! | 
|  steel ring of arcana (+0.11/turn) 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +20% other ------- Mana/turn +0.11 Rings make your fingers look great! | 
|  wizard's copper ring of arcana (+0.10/turn) 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+2 eff.) Silence Resist +21% other ------- Mana/turn +0.10 Rings make your fingers look great! | 
|  creative vined mindstar (83% power, 18 apr, mind damage) 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 84% 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 +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +2% Critical power +8.00% Mindpower +4 (+2 eff.) other ------- 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. | 
|  thorny mindstar (97% power, 24 apr, nature damage) 3.0 Encumbrance T3 mindstar 1H weapon [Normal] Nature Weapon Damage 97% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) other ------- 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. | 
|  Crystal Shard (113% power, 4 apr, physical element) 5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 113% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% Damage Conversion 50% blight While equipped: offense ------ Spell Crit +4% Spellpower +14 (+4 eff.) Damage +18% arcane +18% blight defense ------ Resistance +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. | 
|  yew magestaff (120% power, 4 apr, fire element) 5.0 Encumbrance T3 staff 2H weapon [Normal] Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  thick linen cloak (1 def, 5 armour) 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  insulating pair of hardened leather boots of tirelessness (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +3 Resistance +5% fire +8% cold other ------- Stamina/turn +0.60 Max stamina +20.00 A pair of boots made of leather. | 
|  Eclipsewalker (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Dex offense ------ Ignore resists +15% fire +10% darkness +5% light Accuracy +11 (+11 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +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. | 
|  scouring hardened leather gloves (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ When Hit: * 15 arcane resource burn defense ------ Armor +2 Spell save +11 (+4 eff.) 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. | 
|  Polith the cashmere wizard hat (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Wil offense ------ Damage +9% acid defense ------ Defense +2 (+2 eff.) Physical save +7 (+7 eff.) Spell save +18 (+6 eff.) other ------- Vim-on-crit +2.00 A pointy cloth hat, very wizardly... | 
|  impenetrable dwarven-steel plate armour (0 def, 18 armour) 17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego] Master While equipped: defense ------ Armor +18 Fatigue +22% A suit of armour made of metal plates. | 
|  2 agate 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. | 
|  135 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. | 
|  2 onyx 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. | 
|  3 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. | 
|  5 opal 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. | 
|  4 topaz 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Hudunachik (dig speed 24 turns) 3.0 Encumbrance T3 digger tool [Rare] Arcane While equipped: Stats +9 Str +7 Dex +2 Mag +5 Wil offense ------ Physical Crit +8.0% Mind Crit +8% Ignore resists +15% arcane defense ------ Resistance +6% temporal Unlife -80.00 life While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  iron pickaxe (dig speed 40 turns) 3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  woodsman's iron pickaxe (dig speed 36 turns) 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  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. | 
|  2 spinel 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Heart of the Sandworm Queen 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. | 
|  Void Star 1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid +6% cold +6% fire +6% arcane +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 70 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 32.63 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. | 
|  brass lantern 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  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 (1/1) 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest 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. | 
|  Silarin the Shockblast [power 150]  (15 cooldown) 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +6% fire Ignore resists +5% lightning When Hit 2 fire defense ------ Resistance +9% lightning +9% fire +3% cold Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 158 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  steel torque of gale force [power 150]  (15 cooldown) 2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 158 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. | 
|  Frigidstriker the yew totem of healing [power 242]  (15 cooldown) 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +4 Cun +2 Wil offense ------ Mind Crit +2% Ignore resists +5% mind defense ------ Resistance +12% cold Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. | 
|  cleansing ash totem of healing [power 200]  (15 cooldown) 2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. | 
|  6 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. | 
|  3 ametrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 citrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  4 zircon 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Bringer of Doom
			Killed a Bringer of Doom.
			Bringer of Doom
			Killed a Bringer of Doom.By Alrik the Shalore Archmage level 14
5th Haze 122nd year of Ascendancy at 23:15 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By Alrik the Shalore Archmage level 18
53rd Haze 122nd year of Ascendancy at 04:26 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Alrik the Shalore Archmage level 10
9th Dusk 122nd year of Ascendancy at 19:48 see stats
 Orbituary
			Stabilized the Abashed Expanse to maintain it in orbit.
			Orbituary
			Stabilized the Abashed Expanse to maintain it in orbit.By Alrik the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 22:29 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By Alrik the Shalore Archmage level 17
50th Haze 122nd year of Ascendancy at 11:39 see stats
Log
Talent Glacial Vapour is ready to use.
Talent Mirror Image is ready to use.
Talent Ice Shards is ready to use.
The Master casts Phase Door.
Resting starts...
The fabric of time around Alrik stabilizes to normal.
The powerful time-altering energies generate a restoration field on Alrik.
Talent Lightning is ready to use.
Alrik is not stunned anymore.
Talent Chain Lightning is ready to use.
The fabric of time around Alrik returns to normal.
Talent Tidal Wave is ready to use.
Talent Aether Beam is ready to use.
Talent Temporal Shield is ready to use.
Rested for 19 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Teleport is ready to use.
Rested for 13 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: hostile spotted to the west (armoured skeleton warrior)).
Alrik casts Lightning.
Alrik hits Armoured skeleton warrior for 234 lightning damage.
Armoured skeleton warrior uses Bone Armour.
A shield forms around armoured skeleton warrior.
Something hits Alrik for 176 arcane, 107 physical (284 total damage).
Something hits Armoured skeleton warrior for 0 arcane damage.
Alrik the level 19 shalore archmage was battered to death by a Lord of Skulls (mage) on level 9 of Dreadfell.
















































