








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Bastion 1.5.10A complete rework for Bulwark. 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:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Insane Adventure | 
| Sex | Male | 
| Race | Lich | 
| Class | Necromancer | 
| Level / Exp | 29 / 76% | 
| Size | medium | 
| Lifes / Deaths | Killed by Mitch McConnell's Phylact at level 29 on the 63rd Haze 122nd year of Ascendancy at 23:50 6 / 1 | 
Primary Stats
| Strength | 13 (base 10) | 
| Dexterity | 21 (base 10) | 
| Constitution | 56 (base 55) | 
| Magic | 100 (base 60) | 
| Willpower | 38 (base 13) | 
| Cunning | 34 (base 11) | 
Resources
| Life | 332/332 | 
| Mana | 376/436 | 
| Soul | 16/16 | 
| Healing Factor | 1.4200460901467 | 
| Regeneration | 7.4552419732704 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
| Infravision | 5 | 
| See Stealth | 28.114754928839 | 
| See Invisible | 31.114754928839 | 
| ESP Range | 10 | 
| ESP Kinds | undead | 
Offense: Mainhand
| Damage | 55 | 
| Accuracy | 20 | 
| Crit Chance | 8% | 
| APR | 4 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 67 | 
| Crit Chance | 41% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 38 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Offense: Damage Bonus
| Nature | +6% | 
| Acid | +20% | 
| Light | +15% | 
| Darkness | +29% | 
| Blight | +44% | 
| Arcane | +19% | 
| Cold | +29% | 
| All | 0% | 
Offense: Damage Penetration
| Mind | +15% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 9 (30%) | 
| Defense | 22 | 
| Ranged Defense | 22 | 
| Fatigue | 3 | 
| Physical Save | 29 | 
| Spell Save | 51 | 
| Mental Save | 42 | 
Defense: Resistances
| Physical | + 32%( 70%) | 
| Lightning | + 35%( 70%) | 
| Light | + 39%( 70%) | 
| Darkness | + 51%( 70%) | 
| Blight | + 35%( 70%) | 
| Arcane | + 41%( 70%) | 
| Cold | + 45%( 70%) | 
| All | + 31%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Pinning Resistance | 20% | 
| Bleed Resistance | 100% | 
| Disarm Resistance | 20% | 
| Fear Resistance | 100% | 
| Stun Resistance | 100% | 
| Poison Resistance | 100% | 
| Knockback Resistance | 24% | 
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 470 damage for 5 turns. Its effects scale with your Cunning stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 134 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.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 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 1864% for 10 turns (1994 total) and instantly restoring 93 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 75 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.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 468 damage for 3 turns. Its effects scale with your Magic stat.  | 
Class Talents
| Spell / Glacial waste | 1.30 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Master of flesh | 1.30 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Nightfall | 1.40 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
| Spell / Dreadmaster | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Death | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
| Spell / Grave | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Master of bones | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Animus | 1.30 | 
  | 3/5 | 
  | 2/5 | 
  | 3/5 | 
  | 4/5 | 
Generic Talents
| Undead / Lich | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Spectre | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Race / Doomelf | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
| Technique / Combat training | 1.00 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Necrosis | 1.40 | 
  | 5/5 | 
  | 2/5 | 
  | 1/5 | 
  | 2/5 | 
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
Effects
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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did.  | done | 
You do not remember much of your life before you were on this burning continent, floating in the void between worlds.  You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now!  | done | 
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere 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 lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Last Engineer Standing (+1 level(s)).  | done | 
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 talent Unflinching Resolve (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)).  | done | 
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). * You have ascended to Lichdom!  | 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 | 
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee!  | done | 
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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 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. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 24.  | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed orc heart. * You've found the needed vial of squid ink. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed vial of wight ectoplasm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed electric eel tail. * You've found the needed chunk of ghoul flesh.  | 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 within3 lumberjacks have died.  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  Oozequill (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Cun Changes resistances: +3% blight Changes damage: +6% nature Life regen: +2.00 Only die when reaching: -80.00 life Mindpower: +10 (+4 eff.) Healing mod.: +11% A pair of boots made of leather.  | 
| Light source | Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 22 power out of 25/25) : Effective talent level: 2.0 Power cost: 22 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 134.79 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 134.79 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light.  | 
| On head |  Ebonybender (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +5 Str / +3 Dex / +4 Wil / +1 Cun Changes resistances: +3% darkness Changes damage: +9% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| Tool |  Aerivea [power 97]  (22 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +3 Dex Changes resistances: +3% blight / +5% arcane / +6% darkness Reduces incoming crit damage: 10.00% It can be used to setup a psionic shield, reducing all damage taken by 97 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage penetration by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
| On fingers |  DazzlegoreCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +5% arcane / +12% light Changes resistances penetration: +15% mind Changes damage: +15% light Stun/Freeze immunity: +32% Life regen: +3.00 Light radius: +3 Rings make your fingers look great!  | 
| On fingers |  Rhurion the steel ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Fatigue: -5% Effects on melee hit: * 10 arcane resource burn Changes stats: +5 Cun / +4 Dex Changes resistances: +6% lightning / +2% physical Maximum encumbrance: +22 Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +24% Maximum life: +24.00 Rings make your fingers look great!  | 
| Around waist |  Freezehue the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +11 Mag Changes resistances: +5% arcane Changes damage: +9% cold Physical save: +8 (+4 eff.) Mana each turn: +0.20 Mindpower: +6 (+2 eff.) A belt that goes around your waist.  | 
| In main hand |  Staff of Bones (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Necrosis Talent granted: +1 Command Staff Spellpower: +35 (+9 eff.) Spell crit. chance: +10% It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. This item has been sent to the Item's Vault.  | 
| On hands |  heroic dwarven-steel gauntlets of magic (+3) (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +5 Fatigue: +3% Changes stats: +3 Mag Changes damage: +4% arcane Mental save: +7 (+2 eff.) Maximum life: +44.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Main armor |  Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+4 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes.  | 
| Cloak |  Silita (2 def, 0 armour) =Will Stats Cloak=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Wil / +2 Mag Changes damage: +24% blight Spell save: +12 (+4 eff.) Spell crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  UnlightpanicPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Damage when hit (Melee): 8 darkness Changes stats: +3 Mag / +4 Wil / +2 Cun Infravision radius: +2 See invisible: +3 Amulets make your neck look great!  | 
Inventory
 Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..."  | 
 Mirror Image Rune (dur 6; cd 24)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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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.  | 
 Rune of Reflection (--)Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 600 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. This item has been sent to the Item's Vault.  | 
 manasurge rune (regen 612% over 10 turns; mana 31; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 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 612% for 10 turns (655 total) and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. 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.  | 
 shielding rune of the sneak (absorb 341; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 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 create a protective shield absorbing at most 341 damage for 4 turns. 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.  | 
 shielding rune of the wizard (absorb 357; dur 3; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 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 create a protective shield absorbing at most 357 damage for 3 turns. 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.  | 
 Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck.  | 
 Scaldrune the steel amulet =Luck + Misc=Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +7 (+3 eff.) Changes stats: +9 Lck Changes resistances: +14% mind Changes damage: +3% fire Blindness immunity: +17% Confusion immunity: +27% Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum hate: +4.00 Mindpower: +10 (+4 eff.) Infravision radius: +3 Sight radius: +2 See invisible: +6 Reduce all damage from unseen attackers: 12% Amulets make your neck look great!  | 
 restful copper amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Mag Life regen: +2.00 Amulets make your neck look great!  | 
 restful steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +2 Mag Life regen: +1.00 Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +22.00 Amulets make your neck look great!  | 
 warrior's copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +6% physical Stamina each turn: +0.30 Amulets make your neck look great!  | 
 BlazeslicerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun Changes resistances: +22% lightning Changes damage: +11% lightning / +3% light Reduces incoming crit damage: 5.00% Light radius: +3 Rings make your fingers look great!  | 
 Glorovena the PyrewrackCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Fatigue: -5% Damage when hit (Melee): 6 fire Changes stats: +3 Dex / +4 Con Changes damage: +6% physical Maximum encumbrance: +21 Rings make your fingers look great!  | 
 Radianceknave =Conf Resist Ring=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances penetration: +15% arcane / +10% light Changes damage: +6% arcane / +30% light Mental save: +9 (+3 eff.) Confusion immunity: +26% Rings make your fingers look great!  | 
 Ring of Growth =Will Req=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 (+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.  | 
 rogue's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+6 eff.) Defense: +6 (+3 eff.) Changes stats: +3 Cun Spellpower: +5 (+1 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great!  | 
 rogue's gold ring of clarity =Conf Resist Ring=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Mental save: +9 (+3 eff.) Confusion immunity: +22% Rings make your fingers look great!  | 
 steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great!  | 
 steel ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% acid / +12% fire / +10% cold / +10% lightning Rings make your fingers look great!  | 
 warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great!  | 
 wizard's copper ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Disarm immunity: +21% Pinning immunity: +23% Knockback immunity: +21% Maximum life: +23.00 Rings make your fingers look great!  | 
 Tirakai's Maul (32-42 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice Activation costs 9 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it.  | 
 Radhurig the Corruptionmonster (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +5 Armour Hardiness: +6% Changes resistances: +6% nature Changes resistances penetration: +15% arcane Changes damage: +9% nature / +25% darkness / +6% arcane Talent granted: +1 Command Staff Physical save: +13 (+7 eff.) Spell save: +7 (+3 eff.) Mental save: +9 (+3 eff.) Spellpower: +12 (+3 eff.) Spell crit. chance: +18% Staves designed for wielders of magic, by the greats of the art.  | 
 Arythra the Sepsistitan =Go Undead=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 2 nature Changes stats: +5 Mag Changes resistances: +5% blight / +7% cold / +6% nature / +5% fire Changes resistances penetration: +25% fire Changes damage: +3% nature Mana each turn: +0.13 Maximum mana: +30.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist.  | 
 Cracklegrit =Will Req Belt=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +5 Cun / +7 Wil Changes resistances penetration: +5% lightning / +7% physical Changes damage: +14% physical Damage against: +23% Summoned Reduced damage from: +29% Summoned Maximum encumbrance: +25 Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 A belt that goes around your waist.  | 
 Dawnmight the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Defense: +25 (+12 eff.) Changes stats: +3 Wil Changes resistances: +9% light Changes resistances penetration: +20% cold Changes damage: +12% light Mental save: +9 (+3 eff.) Maximum life: +52.00 A belt that goes around your waist.  | 
 Foresttooth the rough leather belt =Stats=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 51% Changes stats: +3 Mag / +3 Cun / +4 Con Life regen: +0.80 See invisible: +3 Healing mod.: +12% A belt that goes around your waist.  | 
 Vorenn (1 def, 0 armour) =Str Req Cloak=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +1 (+0 eff.) Changes stats: +5 Str / +2 Dex / +2 Cun Critical mult.: +10.00% Psi when hit: +0.16 Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 enveloping linen cloak of implacability (7 def, 0 armour) =Neg Health Cloak=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Physical save: +12 (+6 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 31.20 to 39.00 physical damage (based on Willpower and Cunning) with knockback Activation costs 9 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force.  | 
 Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold / +7% all Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Ice +0.30 Spell / Grave +0.30 Spell / Frost alchemy Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide.  | 
 Xeda the woollen robe (0 def, 0 armour) =Stats=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Str / +6 Mag / +5 Wil Changes resistances: +8% lightning / +12% blight / +7% cold / +18% fire / +9% all Changes damage: +11% lightning / +9% physical / +10% cold Reduces incoming crit damage: 5.00% Cut immunity: +10% Stun/Freeze immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 stargazer's cashmere robe of darkness (+19%) (0 def, 0 armour) =Darkness Robe=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +19% darkness / +11% all Changes damage: +7% light / +23% darkness Spellpower: +6 (+2 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+9 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 28 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use.  | 
 Erudin (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Changes resistances: +9% mind Maximum encumbrance: +23 Physical save: +6 (+3 eff.) Cut immunity: +10% Only die when reaching: -60.00 life Infravision radius: +1 See invisible: +3 Healing mod.: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Lisolemina the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes stats: +2 Mag Changes resistances penetration: +5% blight Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Spell save: +3 (+1 eff.) Mana when firing critical spell: +2.00 Spell crit. chance: +1% A pair of boots made of leather.  | 
 Tideumbra the pair of rough leather boots (0 def, 5 armour) =Str Req Boots=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Changes stats: +3 Str / +2 Con Changes resistances: +3% lightning Changes resistances penetration: +15% cold Changes damage: +3% cold Blindness immunity: +10% Knockback immunity: +10% It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather.  | 
 pair of iron boots 'Shiverbender' (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Wil / +2 Mag Changes damage: +3% cold Confusion immunity: +10% Pinning immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +20% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 22 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 pair of iron boots of speed (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour) =CC Resist Boots=Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Wil / +2 Mag Silence immunity: +25% Confusion immunity: +28% Stun/Freeze immunity: +28% It can be used to blink to a nearby random location (rad 9) Activation puts all charms on cooldown for 22 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 hardened leather gloves of strength (+3) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+7 eff.) Armour: +2 Changes stats: +3 Str 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.  | 
 Earydunathad (5 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +15 (+11 eff.) Armour: +5 Defense: +5 (+2 eff.) Fatigue: +5% Changes stats: +3 Con Changes resistances: +3% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Gladherin the linen wizard hat (1 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +5 (+5 eff.) Armour: +6 Defense: +1 (+0 eff.) Changes stats: +1 Dex Changes resistances: +3% lightning / +6% fire / +6% cold A pointy cloth hat, very wizardly...  | 
 Kirion (11 def, 0 armour) =Stun Resist=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +11 (+5 eff.) Changes resistances: +6% acid / +6% light / +9% mind Stun/Freeze immunity: +20% Mana each turn: +0.11 Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly...  | 
 linen wizard hat 'Malekan' (1 def, 0 armour) =Str Req=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Str / +1 Mag Changes resistances: +16% light Changes damage: +11% light Light radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pointy cloth hat, very wizardly...  | 
 warlord's iron helm (0 def, 3 armour) =Will Req=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +7 (+7 eff.) Armour: +3 Fatigue: +5% Changes stats: +4 Str / +4 Wil Changes resistances: +5% physical Physical save: +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 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.  | 
 628 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 2 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.  | 
 2 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.  | 
 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 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.  | 
 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 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: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic.  | 
 3 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.  | 
 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 64 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic.  | 
 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.(94 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
 brass lantern 'Aneroddahad'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +3% temporal Physical save: +6 (+3 eff.) Maximum hate: +8.00 Light radius: +3 Healing mod.: +13% 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.  | 
 brass lantern 'Muckwasp'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% darkness / +1% physical Critical mult.: +10.00% Maximum life: +42.00 Light radius: +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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 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 (2/2)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 172 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.  | 
 cleansing iron torque of clear mind [power 1]  (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers.  | 
 iron torque of mindblast [power 105]  (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers.  | 
 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.  | 
 evasive yew wand of shielding [power 266]  (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Gain a 13% chance to evade weapon attacks 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 26 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.  | 
 2 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.  | 
 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.  | 
 7 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.  | 
 7 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
			A different point of view (Insane (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Mitch McConnell's Phylact the Doomelf Necromancer level 28
36th Haze 122nd year of Ascendancy at 16:09 see stats
			Bringer of Doom (Insane (Adventure) difficulty)
			Killed a Bringer of Doom.By Mitch McConnell's Phylact the Doomelf Necromancer level 26
32nd Haze 122nd year of Ascendancy at 12:03 see stats
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Mitch McConnell's Phylact the Doomelf Necromancer level 14
3rd Summertide 122nd year of Ascendancy at 23:04 see stats
			Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.By Mitch McConnell's Phylact the Doomelf Necromancer level 23
23rd Haze 122nd year of Ascendancy at 10:01 see stats
			Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!By Mitch McConnell's Phylact the Doomelf Necromancer level 21
18th Dusk 122nd year of Ascendancy at 05:08 see stats
			Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
			Escaped the Searing Halls.By Mitch McConnell's Phylact the Doomelf Necromancer level 6
77th Pyre 122nd year of Ascendancy at 06:30 see stats
			Home sweet home (Insane (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mitch McConnell's Phylact the Doomelf Necromancer level 28
36th Haze 122nd year of Ascendancy at 15:39 see stats
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Mitch McConnell's Phylact the Doomelf Necromancer level 10
2nd Mirth 122nd year of Ascendancy at 21:41 see stats
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Mitch McConnell's Phylact the Doomelf Necromancer level 20
16th Dusk 122nd year of Ascendancy at 17:44 see stats
			Lichform (Insane (Adventure) difficulty)
			Achieved your wild dreams of power and eternal life: you turned into a Lich!By Mitch McConnell's Phylact the Lich Necromancer level 29
63rd Haze 122nd year of Ascendancy at 23:50 see stats
			Myths of an age past (Insane (Adventure) difficulty)
			Learned all there is to learn about the Gods and the Godslayers.By Mitch McConnell's Phylact the Doomelf Necromancer level 28
36th Haze 122nd year of Ascendancy at 16:09 see stats
			Once bitten, twice shy (Insane (Adventure) difficulty)
			Escaped the Anteroom of Agony.By Mitch McConnell's Phylact the Doomelf Necromancer level 22
19th Dusk 122nd year of Ascendancy at 00:49 see stats
			Rescuer of the lost (Insane (Adventure) difficulty)
			Rescued the merchant from the assassin lord.By Mitch McConnell's Phylact the Doomelf Necromancer level 22
9th Haze 122nd year of Ascendancy at 12:23 see stats
			Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.By Mitch McConnell's Phylact the Doomelf Necromancer level 23
23rd Haze 122nd year of Ascendancy at 10:09 see stats
			Tales of the Spellblaze (Insane (Adventure) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.By Mitch McConnell's Phylact the Doomelf Necromancer level 28
36th Haze 122nd year of Ascendancy at 16:09 see stats
			That was close (Insane (Adventure) difficulty)
			Killed your target while having only 1 life left.By Mitch McConnell's Phylact the Doomelf Necromancer level 8
2nd Mirth 122nd year of Ascendancy at 02:38 see stats
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Mitch McConnell's Phylact the Doomelf Necromancer level 7
79th Pyre 122nd year of Ascendancy at 08:06 see stats
			The Legend of Garkul (Insane (Adventure) difficulty)
			Learned the five chapters of the Legend of Garkul.By Mitch McConnell's Phylact the Doomelf Necromancer level 28
36th Haze 122nd year of Ascendancy at 16:09 see stats
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By Mitch McConnell's Phylact the Doomelf Necromancer level 14
10th Flare 122nd year of Ascendancy at 20:01 see stats
			The sky is falling! (Insane (Adventure) difficulty)
			Saw a huge meteor falling from the sky.By Mitch McConnell's Phylact the Doomelf Necromancer level 26
33rd Haze 122nd year of Ascendancy at 00:26 see stats
			Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.By Mitch McConnell's Phylact the Doomelf Necromancer level 23
24th Haze 122nd year of Ascendancy at 12:32 see stats
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Mitch McConnell's Phylact the Doomelf Necromancer level 17
7th Dusk 122nd year of Ascendancy at 12:05 see stats
Log
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Mitch McConnell's Phylact starts suffocating to death!
Mitch McConnell's Phylact is suffocating.
Hiemal Shield hits Mitch McConnell's Phylact for (44 absorbed) damage.
Hiemal Shield hits Mitch McConnell's Phylact for (55 absorbed) damage.
Hiemal Shield hits Mitch McConnell's Phylact for (66 absorbed) damage.
Hiemal Shield hits Mitch McConnell's Phylact for (77 absorbed) damage.
Mitch McConnell's Phylact deactivates Hiemal Shield.
Hiemal Shield hits Mitch McConnell's Phylact for (78 absorbed) damage.
Mitch McConnell's Phylact's spell attains critical power!
Mitch McConnell's Phylact unleashes a blast of frostdusk as he crosses the veil!
Mitch McConnell's Phylact deactivates Erupting Shadows.
Mitch McConnell's Phylact deactivates Reaping.
Mitch McConnell's Phylact deactivates Spikes of Decrepitude.
Mitch McConnell's Phylact deactivates Grim Shadow.
Mitch McConnell's Phylact can breathe again.
New Achievement: Lichform (Insane (Adventure) difficulty)!
Saving game...


























































































































