Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.0 | 
| Addons | Items Vault 1.0.1Donators/Buyers bonus! | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Anorithil | 
| Level / Exp | 15 / 91% | 
| Size | medium | 
| Lifes / Deaths | Killed by Xeroldatha the green ooze at level 12 on the 20th Wealth 122nd year of Ascendancy at 13:561 / 5 Killed by Blood Master at level 14 on the 37th Dearth 122nd year of Ascendancy at 07:48 Killed by ritch flamespitter at level 15 on the 6th Loss 122nd year of Ascendancy at 13:05 Killed by Elylle the vampire at level 15 on the 15th Loss 122nd year of Ascendancy at 15:29 Killed by Solaire at level 15 on the 15th Loss 122nd year of Ascendancy at 15:34 | 
Primary Stats
| Strength | 18 (base 10) | 
| Dexterity | 19 (base 10) | 
| Constitution | 22 (base 18) | 
| Magic | 41 (base 41) | 
| Willpower | 21 (base 10) | 
| Cunning | 40 (base 28) | 
Resources
| Life | 358/358 | 
| Positive | 59/92 | 
| Negative | 3/92 | 
| Healing Factor | 1.2 | 
| Regeneration | 0.48 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -66.666666666667% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 4 | 
| See Stealth | 15 | 
| See Invisible | 15 | 
Offense: Mainhand
| Damage | 28 | 
| Accuracy | 30 | 
| Crit Chance | 14% | 
| APR | 4 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 38.5 | 
| Crit Chance | 27% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 27.85 | 
| Crit Chance | 12% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +21% | 
| Arcane | +18% | 
| Mind | +10% | 
| All | 0% | 
| Darkness | 0% | 
| Light | +11% | 
| Temporal | +9% | 
| Physical | +8% | 
| Nature | +8% | 
Defense: Base
| Armour (hardiness) | 6 (30%) | 
| Defense | 13.55 | 
| Ranged Defense | 15.55 | 
| Fatigue | 0 | 
| Physical Save | 32.025 | 
| Spell Save | 22.875 | 
| Mental Save | 31.7 | 
Defense: Resistances
| Mind | + 17%( 70%) | 
| Fire | + 5%( 70%) | 
| Light | + 16%( 70%) | 
| Nature | + 10%( 70%) | 
| Blight | + 10%( 70%) | 
| Arcane | + 10%( 70%) | 
| Cold | + 5%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Poison Resistance | 15% | 
| Instadeath Resistance | 100% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. | 
| Runes | Effective talent level: 1.0Rune: Phase Door Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 38%, your defense is increased by 38 and all your resistances by 38%. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 302 life. Its effects scale with your Cunning stat. | 
Class Talents
| Celestial / Eclipse | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Celestial / Glyphs | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Twilight | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Celestial / Star fury | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Sun | 1.30 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Chants | 1.30 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Light | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| Celestial / Hymns | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased.Zero Gravity | 
Quests
| 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 lost warrior to the recall portal on level 1 of Old Forest.Escort: lost warrior (level 1 of Old Forest) As a reward you improved Constitution by +1. | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Heart of the Gloom.Escort: repented thief (level 2 of Heart of the Gloom) As a reward you improved Cunning by +1. | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Trollmire.Escort: repented thief (level 2 of Trollmire) As a reward you improved Cunning by +1. | done | 
| You failed to protect the repented thief from death by war hound.Escort: repented thief (level 3 of Old Forest) | failed | 
| You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara.Escort: worried loremaster (level 1 of Daikara) As a reward you improved Magic by +2. | done | 
| Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.From bellow, it devours Maybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.Reknor is lost! When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | 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 Stire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed pouch of faeros ash. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed snow giant kidney. * 'Needed: one storm wyrm claw. I recommend severing one of 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.' | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 5 lumberjacks have died. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear | active | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | failed | 
Equipment
| On feet | insulating pair of rough leather boots of uncanny dodging (3 def, 1 armour)insulating pair of rough leather boots of uncanny dodging (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +2 Fatigue: +1% Changes resistances: +5% cold / +5% fire A pair of boots made of leather. | 
| Light source | bright brass lantern of claritybright brass lantern of clarity Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 Light radius: +5 See stealth: +5 See invisible: +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 | spellwoven linen wizard hat of light (+16%) (1 def, 0 armour)spellwoven linen wizard hat of light (+16%) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% light Changes damage: +11% light Mana each turn: +0.11 Spellpower: +2 Spell crit. chance: +3% A pointy cloth hat, very wizardly... | 
| Tool | Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +8% mind Changes damage: +10% mind Mental save: +10 Sleep immunity: +100% It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7.0 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. | 
| On fingers | Ring of GrowthRing of Growth Infused 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 Life regen: +0.15 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 | sneakthief's steel ringsneakthief's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 Changes stats: +6 Cun / +5 Dex Rings can have magical properties. | 
| Around waist | Oliroddastir the rough leather beltOliroddastir the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +9% mind Trap disarming bonus: +7 Stealth bonus: +6 Poison immunity: +10% Infravision radius: +4 A belt that goes around your waist. | 
| In main hand | Crystal Shard (16-19.2 power, 4 apr, arcane damage)Crystal Shard (16-19.2 power, 4 apr, arcane damage) Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 Spell crit. chance: +4% It can be used to create living shards of crystal, costing 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. | 
| On hands | steady rough leather gloves of dexterity (+2) (0 def, 1 armour)steady rough leather gloves of dexterity (+2) (0 def, 1 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +17 Armour: +1 Changes stats: +2 Dex Physical save: +5 Mental save: +5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Main armor | Dairerab (2 def, 2 armour)Dairerab (2 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 Defense: +2 Damage when the wearer hits(melee): 2 temporal Changes damage: +3% blight Physical save: +16 Maximum mana: +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak | Yarohek (2 def, 0 armour)Yarohek (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 Defense: +2 Fatigue: -4% Changes damage: +9% temporal Spell save: +3 Poison immunity: +5% Resist all after a teleport: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck | Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. 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... | 
Inventory
| movement infusion of the psychic (612% speed; 5 turns)movement infusion of the psychic (612% speed; 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 612% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| This item will automatically be transmogrified when you leave the level.sun infusion of the sneak (rad 5; power 69; turns 4; dispells darkness) sun infusion of the sneak (rad 5; power 69; turns 4; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 34). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 69) for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| phase door rune of the sneak (range 10; power 26; dur 4)phase door rune of the sneak (range 10; power 26; dur 4) 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: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. 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 ability. | 
| This item will automatically be transmogrified when you leave the level.acidic steel battleaxe of massacre (26.5-39.75 power, 2 apr) acidic steel battleaxe of massacre (26.5-39.75 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +10 acid Massive two-handed battleaxes. | 
| This item will automatically be transmogrified when you leave the level.arcing steel battleaxe of daylight (21-31.5 power, 2 apr) arcing steel battleaxe of daylight (21-31.5 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.0 - 31.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +9 lightning / +6 light Damage against: +14% Undead Massive two-handed battleaxes. | 
| This item will automatically be transmogrified when you leave the level.hateful steel battleaxe of projection (17-25.5 power, 2 apr) hateful steel battleaxe of projection (17-25.5 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 17.0 - 25.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +9 mind / +8 darkness Damage against: +6% Humanoid It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed battleaxes. | 
| Spellblaze Shard (20-26 power, 10 apr)Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Damage when this weapon hits: +10 draining blight / +10 fire burn Burst (radius 2) on crit: +20 fire / +20 infective blight When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% fire / +10% blight This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. | 
| This item will automatically be transmogrified when you leave the level.acidic steel greatmaul of crippling (27-40.5 power, 2 apr) acidic steel greatmaul of crippling (27-40.5 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +9 acid When wielded/worn: Physical crit. chance: +10.0% Massive two-handed maul. | 
| This item will automatically be transmogrified when you leave the level.steel mace (16-22.4 power, 3 apr) steel mace (16-22.4 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Blunt and deadly. | 
| This item will automatically be transmogrified when you leave the level.thorny mindstar of frost (10-11 power, 24 apr, nature damage) thorny mindstar of frost (10-11 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +6 Damage when the wearer is hit: 4 ice Changes resistances: +7% cold Changes resistances penetration: +4% cold Changes damage: +4% cold Mindpower: +3 Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| This item will automatically be transmogrified when you leave the level.ranger's cured leather sling of power ranger's cured leather sling of power Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 80% Firing range: +8 When wielded/worn: Changes stats: +2 Dex Changes resistances penetration: +8% physical Changes damage: +9% physical Slings are used to hurl stones or metal shots at your foes. | 
| Kor's Fall (10-12 power, 0 apr, darkness damage)Kor's Fall (10-12 power, 0 apr, darkness damage) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire / +10% blight / +10% darkness / +10% acid Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 99.92 physical damage to all targets in line. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evilness even from a distance. | 
| This item will automatically be transmogrified when you leave the level.steel waraxe (10.5-14.7 power, 3 apr) steel waraxe (10.5-14.7 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% One-handed war axes. | 
| This item will automatically be transmogrified when you leave the level.cured leather armour of temporal resistance (2 def, 4 armour) cured leather armour of temporal resistance (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +16% temporal A suit of armour made of leather. | 
| This item will automatically be transmogrified when you leave the level.Boruneg the quiver of ash arrows (12/31, 18.5-25.9 power, 7 apr) Boruneg the quiver of ash arrows (12/31, 18.5-25.9 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.5 - 25.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +6.5% Capacity: 31 Special effect when this weapon crits: cripple the target Damage when this weapon hits(ranged): +8 mind Burst (radius 1) on hit: +8 mind Damage conversion: 50% mind When wielded/worn: Ammo reloads per turns: +2 Arrows are used with bows to pierce your foes to death. | 
| This item will automatically be transmogrified when you leave the level.barbed quiver of ash arrows of accuracy (12/12, 18-25.2 power, 7 apr) barbed quiver of ash arrows of accuracy (12/12, 18-25.2 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 12 Special effect when this weapon crits: wounds the target Damage when this weapon hits(ranged): +7 bleed Arrows are used with bows to pierce your foes to death. | 
| 5 agate5 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. | 
| 6 aquamarine6 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. | 
| 8 opal8 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. | 
| 4 topaz4 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. | 
| miner's iron pickaxe (dig speed 29 turns)miner's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| 7 spinel7 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. | 
| brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| bright brass lanternbright brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +4 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 OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
| Rod of AnnulmentRod of Annulment Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. | 
| Rod of Recall (1/1)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, costing 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 ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. | 
| amethystamethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. | 
| 3 ametrine3 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. | 
| 4 citrine4 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. | 
| 6 zircon6 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. | 
Achievements
 Curse Lifter
			Killed Ben Cruthdar the Cursed.
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Solaire the Dwarf Anorithil level 9
43rd Profit 122nd year of Ascendancy at 19:38 see stats
 Earth Master
			Killed Harkor'Zun and unlocked Stone magic.
			Earth Master
			Killed Harkor'Zun and unlocked Stone magic.By Solaire the Dwarf Anorithil level 15
14th Loss 122nd year of Ascendancy at 23:47 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Solaire the Dwarf Anorithil level 10
3rd Wealth 122nd year of Ascendancy at 23:23 see stats
 Squadmate
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate
			Escaped from Reknor alive with your squadmate Norgan.By Solaire the Dwarf Anorithil level 5
19th Voratun 122nd year of Ascendancy at 15:42 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By Solaire the Dwarf Anorithil level 7
3rd Profit 122nd year of Ascendancy at 06:18 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By Solaire the Dwarf Anorithil level 9
9th Profit 122nd year of Ascendancy at 07:31 see stats
Log
Solaire hits Elylle the vampire for 51 darkness damage.
Elylle the vampire casts Rend.
Solaire shrugs off the effect 'Bleeding'!
Solaire shrugs off the effect 'Bleeding'!
Elylle the vampire hits Solaire for 92 physical, 42 physical, 5 lightning, 50 blight, 32 blight, 5 lightning (226 total damage).
Solaire hits Elylle the vampire for 6 light, 6 light, 6 light, 6 light (25 total damage).
Solaire's Corona hits Elylle the vampire for 10 light damage.
Rotting Disease from Elylle the vampire hits Solaire for 20 blight damage.
Solaire the level 15 dwarf anorithil was debilitated by noxious blight before falling to death by Elylle the vampire on level 1 of Daikara.
You have 1 life(s) left.
Solaire is not stunned anymore.
Solaire is free from the rotting disease.
Solaire deactivates Corona.
Solaire deactivates Hymn of Moonlight.
The shroud of shadows around Solaire disappears.
Solaire deactivates Chant of Fortitude.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Rotting Disease from Elylle the vampire killed Solaire!
Talent Jumpgate: Teleport To is ready to use.
Talent Mind Blast is ready to use.
Talent Dig is ready to use.
Talent Totality is ready to use.
Talent Twilight is ready to use.
Talent Moonlight Ray is ready to use.
Ran for 2 turns (stop reason: interesting character).
Saving done.
Saving game...
