Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 | 
| Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module: 
 Affected talents from the Embers of Rage DLC: 
 Affected talents from the Ashes of Urh'Rok DLC: 
 Affected talents from the Forbidden Cults DLC: 
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official 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:
 Embers of Rage 1.7.0Official 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:
 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Proper Time Hounds 1.4.6Corrects a grievous error with temporal wardens. More specifically, it changes the ASCII display for time hounds from a dark grey C to a light blue Z, as is right and proper. Two versions: Elemental also goes a step further and changes their type and subtype to Elemental/Zephyr hound, introducing a small gameplay change. Items Vault 1.7.0Donators/Buyers bonus! Unrandom Egos 1.7.0No wide random numerical ranges on ego modifiers. Convenient Digging 1.5.5 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. Enhanced Object Compare 1.7.0Improves the "Press  
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Automatic Talent Gambits 1.7.1Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Roguelike | 
| Sex | Female | 
| Race | Cornac | 
| Class | Alchemist | 
| Level / Exp | 50 / 1006% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded/ 0 | 
Primary Stats
| Strength | 68 (base 13) | 
| Dexterity | 68 (base 27) | 
| Constitution | 92 (base 60) | 
| Magic | 121 (base 60) | 
| Willpower | 68 (base 15) | 
| Cunning | 123 (base 60) | 
Resources
| Life | 1567/1567 | 
| Mana | 467/594 | 
| Steam | 100/100 | 
| Vim | 296/296 | 
| Healing Factor | 1.669649288381 | 
| Regeneration | 27.743832832055 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +18.4811719639% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 14 | 
| Infravision | 14 | 
| See Invisible | 14 | 
Offense: Mainhand
| Damage | 129 | 
| Accuracy | 68 | 
| Crit Chance | 87% | 
| APR | 29 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 21 | 
| Accuracy | 68 | 
| Crit Chance | 83% | 
| APR | 23 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 86 | 
| Crit Chance | 100% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 53 | 
| Crit Chance | 51% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +34% | 
| Blight | +18% | 
| Arcane | +92% | 
| Cold | +95% | 
| All | +7% | 
| Lightning | +121% | 
| Temporal | +59% | 
| Physical | +64% | 
| Fire | +122% | 
| Mind | +16% | 
Offense: Damage Penetration
| Physical | +65% | 
| Blight | +55% | 
| Arcane | +60% | 
| Fire | +80% | 
| All | +40% | 
Defense: Base
| Armour (hardiness) | 64.183313262416 (62.946778433524%) | 
| Defense | 96 | 
| Ranged Defense | 96 | 
| Fatigue | 0 | 
| Physical Save | 71 | 
| Spell Save | 61 | 
| Mental Save | 71 | 
Defense: Resistances
| Acid | + 46%( 75%) | 
| Blight | + 56%( 75%) | 
| Arcane | + 50%( 75%) | 
| Cold | + 46%( 75%) | 
| All | + 37%( 75%) | 
| Physical | + 57%( 75%) | 
| Lightning | + 75%( 75%) | 
| Light | + 46%( 75%) | 
| Temporal | + 65%( 75%) | 
| Mind | + 52%( 75%) | 
| Darkness | + 63%( 75%) | 
| Fire | + 75%( 75%) | 
| Nature | + 43%( 75%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Bleed Resistance | 27% | 
| Confusion Resistance | 47% | 
| Knockback Resistance | 27% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 0% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 766 life over 5 turns. Its effects scale with your Magic stat. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 221% efficiency and cooldown mod of 50%. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Reflection Shield 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 705 damage for 5 turns. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 782 life over 5 turns. Its effects scale with your Cunning stat. | 
Class Talents
| Spell / Fire alchemy | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Spell / Frost alchemy | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Spell / Acid alchemy | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Explosive admixtures | 1.30 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Spell / Golemancy | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Energy alchemy | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Spell / Advanced-golemancy | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
Generic Talents
| Technique / Combat training | 1.00 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.00 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Stone alchemy | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Staff combat | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Corruption / Curses | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Lightning Infusion | 
| talent | Chant of Fortitude | 
| talent | Defensive Posture | 
| talent | Living Lightning | 
| talent | Ice Core | 
| talent | Body of Fire | 
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done | 
| 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 | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.Back and there again You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done | 
| You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell.Escort: lost defiler (level 7 of Dreadfell) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell.Escort: lost defiler (level 8 of Dreadfell) As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell.Escort: lost sun paladin (level 2 of Dreadfell) As a reward you improved talent Chant of Fortitude (+1 level(s)). | done | 
| You failed to protect the lost sun paladin from death by giant venus flytrap.Escort: lost sun paladin (level 3 of Old Forest) | failed | 
| You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest.Escort: lost tinker (level 2 of Old Forest) As a reward you gained knowledge of tinker technology. | done | 
| You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell.Escort: lost warrior (level 3 of Dreadfell) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell.Escort: lost warrior (level 6 of Dreadfell) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You failed to protect the repented thief from death by orc necromancer.Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed | 
| You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak.Falling Toward Apotheosis Seek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 | 
| Orcs were spotted with the staff you seek in an arid waste in the southern desert.Important news You should go investigate what is happening there. | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.Let's hunt some Orc Find out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done | 
| You found an ancient tome about gems.Lost Knowledge You should bring it to the jeweler in the Gates of Morning. | active | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| 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 | 
| You arrived through the farportal in a cave, probably in the Far East.Strange new world Upon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active | 
| You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.The Doom of the World! This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You have found an orb of command that seems to be used to open the shield protecting the High Peak.The Orbs of Command There seems to be a total of four of them. The more you have the weaker the shield will be. | done | 
| 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 3 lumberjacks have died. | done | 
| Investigate the bastions of the Pride.The many Prides of the Orcs * You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed | 
| There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.The wild wild east | done | 
| Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you.There and back again * You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 |  pair of voratun boots 'Relgybers' (25 def, 21 armour) 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Dex +11 Con ----- def ----- Armour +21 Defense +25 (+5 eff.) Fatigue -6% Phys.save +14 (+4 eff.) HP.reg +16.37 Heal.mod +20% Confus- +27% Knockbk- +27% ---------- misc Max.enc +50 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Quiver |  182 alchemist lapis lazuli 0.0 T3 blue alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. | 
| Light source |  dwarven lantern 'Smolderraptor' 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +7 Wil dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +10 (+3 eff.) Dmg.mod +12% fire Res.pen +15% all Apr +15 On Hit (Melee): * 20% chance to reduce armor by 46% ----- def ----- Resists +15% lightning +9% temporal +15% light +12% fire +27% darkness ---------- misc Light +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| On head |  Bethevena the drakeskin leather hat (0 def, 5 armour) 2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Str +8 Dex +5 Wil +13 Cun +17 Lck dps ---------- Phys.crit +8.0% Spell.crit +7% Mind.crit +8% Crit.mult +20.00% Mind.pwr +4 (+1 eff.) Phasing +20% Melee Ret 13 arcane ----- def ----- Armour +5 Fatigue +5% Resists +3% darkness +7% arcane Mind.save +12 (+3 eff.) Die.at -107.33 life Disease- +27% Cut- +27% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 842.1 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. | 
| On hands |  Dakhtun's Gauntlets (0 def, 6 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 145% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. | 
| Tool |  Drygen (dig speed 11 turns) 3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +10 Str dps ---------- Phys.pwr +15 (+4 eff.) Spell.pwr +15 (+3 eff.) Dmg.mod +24% arcane Res.pen +15% blight +25% physical Acc +30 (+7 eff.) ----- def ----- Resists +11% darkness Affinity +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +14 (+4 eff.) Max.HP +88.00 ---------- misc Max.mana +134.16 Infravis +12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  steel Prothotipe's Prismatic Eye ring 0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Mag +4 Cun +5 Con dps ---------- Melee+ 17 physical Ranged+ 17 physical Dmg.mod +10% lightning +10% fire +10% cold On Hit (Melee): * 14% chance to reduce all saves and defense by 32 On Hit (Ranged): * 14% chance to reduce all saves and defense by 32 ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! | 
| On fingers |  Exiler 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 188.03 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. | 
| Around neck |  gold amulet 'Burnmire' 0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +3 Dex +4 Mag +3 Wil +13 Cun +3 Con dps ---------- Spell.crit +5% Crit.mult +16.00% Spell.pwr +16 (+3 eff.) Dmg.mod +7% acid +11% blight +26% fire +7% lightning +6% cold Res.pen +20% fire ----- def ----- Armour +6 Defense +9 (+2 eff.) Resists +21% fire Res.Cap +5% all Phys.save +19 (+5 eff.) Amulets make your neck look great! | 
| In main hand |  Furnacewilder the dragonbone magestaff (136% power, 6 apr, lightning element) 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +23% Crit.mult +60.00% Phys.pwr +15 (+4 eff.) Spell.pwr +33 (+6 eff.) Melee+ 35 fire Dmg.mod +30% lightning +15% cold +24% arcane Res.pen +20% arcane +20% fire Acc +12 (+3 eff.) Melee Ret 12 arcane ----- def ----- Resists +7% arcane ---------- misc Mana/turn +5.00 See.Invis +14 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. | 
| Around waist |  Faluzilarek the drakeskin leather belt 1.0 T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Str +7 Dex +11 Mag +18 Wil +7 Cun dps ---------- Phys.crit +6.0% Spell.crit +6% Crit.mult +15.00% Phys.pwr +6 (+2 eff.) Dmg.mod +9% mind Acc +40 (+10 eff.) Apr +8 ----- def ----- Resists +9% lightning +3% physical +9% blight +9% mind +9% nature Phys.save +27 (+7 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+5 eff.) A belt that goes around your waist. | 
| In off hand |  Telos's Staff (Bottom Half) 5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Mana/turn +5.00 Max.mana +50.00 On Spell Hit: 25% Lightning 5 The bottom part of Telos' broken staff. | 
| Cloak |  linen cloak 'Yaroreneg' (48 def, 5 armour) 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +5 Defense +48 (+9 eff.) Resists +30% lightning +20% temporal +21% blight +15% mind +7% arcane Phys.save +31 (+8 eff.) Spell.save +22 (+6 eff.) Mind.save +13 (+4 eff.) Max.HP +134.16 Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Galen's Flowing Robe (0 def, 0 armour) 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +8 Str +8 Dex +15 Mag +15 Wil +15 Cun +8 Con dps ---------- Spell.crit +12% Spell.pwr +35 (+7 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! | 
Inventory
|  healing infusion (heal 106; cd 12) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  movement infusion (speed 765%; cd 9) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 765% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  movement infusion of the psychic (speed 1016%; cd 12) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1016% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  regeneration infusion of the psychic (heal 745; 16 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 745 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions | 
|  Prismatic Rune (6 turns; blight, physical, mind, lightning) 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 blight, 3 physical, 3 mind, 5 lightning Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Rune of the Rift (422.00 temporal damage, removed from time 4 turns) 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 670.98 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  biting gale rune (damage 380; dur 4; cd 19) 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 380.25 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  blink rune (range 8; phase 26; cd 19) 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune (absorb 119; cd 16) 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 119 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions | 
|  stormshield rune of the psychic (threshold 75; blocks 8; dur 4; cd 13) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 75 up to 8 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions | 
|  teleportation rune of the duelist (range 171; cd 20) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 171 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  schematic: Acid Groove 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Air Recycler 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Alchemist's Helper 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Antimagic Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Armour Reinforcement 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Back Support 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Black Light Emitter 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Corrosive Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Crystal Edge 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Deflection Field 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Explosive Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Fiery Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Flash Powder 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Focus Lens 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Frost Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Fungal Web 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Galvanic Retributor 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Grounding Strap 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Hand Cannon 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Headlamp 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Healing Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Iron Grip 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Magnetic Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Mana Coil 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Mental Stimulator 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Pain Suppressor Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Power Distributor 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Rocket Boots 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Saw Projector 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Saw Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Second Skin 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Silver Filigree 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Solid Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Spike Attachment 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Spring Grapple 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Steamgun 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Steamsaw 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Thunder Grenade 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Thunderclap Coating 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Viral Injector 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Viral Needlegun 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Water Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Waterproof Coating 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Winterchill Edge 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  Sealed Scroll of Last Hope 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! | 
|  Ancient Tome titled 'Gems and their uses' 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! | 
|  Fanged Collar 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-1 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. | 
|  Garkul's Teeth 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+5 eff.) Mind.save +18 (+5 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 430.00 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. | 
|  Shard of Insanity 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+9 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. | 
|  The Black Core 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +0 (+0 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." | 
|  Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
|  grounding steel amulet of mastery (0.10 Spell / Advanced-golemancy) 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +18% lightning Stun/Frz- +28% ---------- misc Masteries +0.10 Spell/Advanced-golemancy Amulets make your neck look great! | 
|  protective gold amulet of cunning (+7) 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +7 Cun ----- def ----- Armour +6 Defense +9 (+2 eff.) Res.Cap +5% all Phys.save +19 (+5 eff.) Amulets make your neck look great! | 
|  restful copper amulet of magic (+4) 0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! | 
|  steel amulet of manastreaming 0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- S.pwr/crit +4 ---------- misc Mana/turn +0.22 Max.mana +32.00 Amulets make your neck look great! | 
|  voratun amulet 0.1 T5 amulet jewelry [Normal] Amulets make your neck look great! | 
|  voratun amulet of soulsearing 0.1 T5 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Crit.mult +15.00% Spell.pwr +13 (+2 eff.) Dmg.mod +15% blight +15% fire Amulets make your neck look great! | 
|  Orb of Many Ways 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. | 
|  Blackcrypt the voratun ring 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Dex dps ---------- Phys.pwr +39 (+10 eff.) Spell.pwr +18 (+3 eff.) Mind.pwr +20 (+7 eff.) Dmg.mod +8% all Melee Ret 13 darkness ----- def ----- Armour +8 Resists +30% acid +30% fire +26% cold +9% mind +30% lightning Die.at -107.33 life Max.HP +50.00 Disarm- +49% Pinning- +50% Knockbk- +50% ---------- misc Stam/turn +4.00 Rings make your fingers look great! | 
|  Blindbringer the steel ring 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +8 Con dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +15% darkness Acc +20 (+5 eff.) ----- def ----- Armour +28 Resists +9% blight +9% nature +12% darkness Die.at -60.00 life Max.HP +64.00 HP.reg +9.00 Heal.mod +14% Poison- +18% Disease- +18% Rings make your fingers look great! | 
|  Dawnblur the voratun ring 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +13 Cun +12 Wil dps ---------- Mind.pwr +40 (+12 eff.) Dmg.mod +20% nature +40% light Melee Ret 12 darkness 13 light ----- def ----- Resists +40% nature +21% darkness Mind.save +24 (+6 eff.) Rings make your fingers look great! | 
|  Durorath the voratun ring 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Cun +16 Con dps ---------- Melee Ret 8 acid ----- def ----- Armour +14 Defense +18 (+4 eff.) Resists +24% acid +5% physical Phys.save +20 (+5 eff.) Spell.save +20 (+5 eff.) Die.at -80.00 life ---------- misc Max.stam +40.00 Rings make your fingers look great! | 
|  Elemental Fury 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. | 
|  Flashtyphoon the steel ring 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Mag +12 Wil +11 Cun dps ---------- Spell.pwr +9 (+1 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +6% fire Res.pen +34% fire Melee Ret 6 fire ----- def ----- Defense +12 (+2 eff.) Resists +27% light +20% mind Rings make your fingers look great! | 
|  Inertial Twine 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. | 
|  Mnemonic 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. | 
|  Ragelagrim the Demonmoon 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +7 Str +5 Dex +7 Con dps ---------- Crit.mult +26.83% Phys.pwr +17 (+5 eff.) Spell.pwr +17 (+3 eff.) Mind.pwr +17 (+6 eff.) Dmg.mod +30% darkness +18% arcane +8% all Res.pen +30% nature Phasing +40% On Hit (Melee): * 27% chance to reduce damage dealt by 26% ----- def ----- Crit.dmg- 20.12% ---------- misc See.Invis +21 Rings make your fingers look great! | 
|  Ring of the Archlich 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. | 
|  Ring of the Dead 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. | 
|  Scaldburst 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Crit.mult +15.00% Dmg.mod +21% mind Res.pen +20% cold +20% fire ----- def ----- Resists +30% lightning +32% mind +12% darkness Pinning- +27% Rings make your fingers look great! | 
|  Wheel of Fate 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Spell.crit +7% Phys.pwr +10 (+3 eff.) Spell.pwr +13 (+2 eff.) Mind.pwr +14 (+5 eff.) S.pwr/crit +10 Dmg.mod +30% arcane +7% all Acc +13 (+3 eff.) Apr +13 ----- def ----- Defense +13 (+3 eff.) Resists +18% blight Max.HP +74.00 HP.reg +14.00 Heal.mod +16% Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? | 
|  Writhing Ring of the Hunter 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. | 
|  conjurer's voratun ring 0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +15 (+3 eff.) Rings make your fingers look great! | 
|  copper ring 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! | 
|  copper ring of clarity 0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +7 (+2 eff.) Confus- +26% Rings make your fingers look great! | 
|  copper ring of nature (+24%) 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% nature Rings make your fingers look great! | 
|  psionicist's copper ring of arcana (+0.15/turn) 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+2 eff.) Silence- +23% ---------- misc Mana/turn +0.15 Rings make your fingers look great! | 
|  solipsist's stralite ring 0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.pwr +13 (+4 eff.) Rings make your fingers look great! | 
|  solipsist's voratun ring of misery 0.1 T5 ring jewelry [Ego++] Psionic While equipped: Stats +18 Cun +8 Wil dps ---------- Mind.pwr +15 (+5 eff.) Melee+ 35 physical Ranged+ 32 physical On Hit (Melee): * 18% chance to reduce all saves and defense by 32 On Hit (Ranged): * 18% chance to reduce all saves and defense by 32 ---------- misc Hate/m.crit +3.00 Max.hate +15.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! | 
|  solipsist's voratun ring of power 0.1 T5 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +8 Cun +7 Wil dps ---------- Phys.pwr +15 (+4 eff.) Spell.pwr +15 (+3 eff.) Mind.pwr +30 (+9 eff.) Rings make your fingers look great! | 
|  titan's copper ring of frost (+24%) 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Phys.save +8 (+2 eff.) Rings make your fingers look great! | 
|  voratun ring 0.1 T5 ring jewelry [Normal] Rings make your fingers look great! | 
|  voratun ring 0.1 T5 ring jewelry [Normal] Rings make your fingers look great! | 
|  warrior's stralite ring of sensing 0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +9 Str ----- def ----- Armour +18 Blind- +44% ---------- misc Infravis +6 See.Stealth +20 See.Invis +21 Rings make your fingers look great! | 
|  warrior's voratun ring of warding 0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +9 Str ----- def ----- Armour +18 Resists +29% acid +30% fire +30% lightning +25% cold Rings make your fingers look great! | 
|  blazebringer's voratun dagger of evisceration (148% power, 9 apr) 1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 148% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +90 fire On Crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +15 (+4 eff.) All.spd +9% Res.pen +25% fire Sharp, short and deadly. | 
|  Storm Fury 4.0 T5 longbow 2H weapon Reqs Shoot [Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+6 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+6 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 161 to 322 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. | 
|  The Black Spike (159% power, 20 apr) 3.0 T5 longsword 1H weapon [Unique] Arcane Power 160% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +15% darkness ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." | 
|  stormbringer's voratun longsword of erosion (154% power, 6 apr) 3.0 T5 longsword 1H weapon [Ego+] Nature Power 155% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +18 nature On Crit.r2 +34 lightning +45 cold While equipped: dps ---------- Mov.spd +50% Res.pen +22% lightning +25% cold Sharp, long, and deadly. | 
|  manaburning voratun mace (159% power, 6 apr) 3.0 T5 mace 1H weapon [Ego] Disrupt Power 160% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 24 arcane resource burn Blunt and deadly. | 
|  quick voratun mace of crippling (156% power, 6 apr) 3.0 T5 mace 1H weapon [Ego++] Master Power 157% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Dex dps ---------- Phys.crit +15.0% Phys.spd +10% Acc +25 (+6 eff.) Blunt and deadly. | 
|  Seeds of the Black Tree (115% power, 27 apr, darkness damage) 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 115% Range: 1.1x Uses 40% Wil, 30% Mag Dmg Darkness Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. | 
|  Awakened Staff of Absorption (172% power, 60 apr, lightning element) 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+9 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." | 
|  Layubeth (100% power, 2 apr, lightning element) 5.0 T1 staff 2H weapon [Rare] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Phys.pwr +40 (+11 eff.) Spell.pwr +43 (+8 eff.) S.pwr/crit +12 Dmg.mod +60% blight +18% arcane +10% lightning Res.pen +20% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Penitence (111% power, 4 apr, nature element) 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Nature Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+3 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+4 eff.) ---------- misc Talents +1 Command Staff Cure up to 6 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. | 
|  elm magestaff 'Frostarc' (100% power, 2 apr, lightning element) 5.0 T1 staff 1H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Spell.crit +1% Crit.mult +26.83% Spell.pwr +3 (+0 eff.) Dmg.mod +10% lightning +36% cold Res.pen +20% cold On Hit (Melee): * 27% chance to reduce all saves and defense by 32 ----- def ----- Resists +27% lightning Mind.save +21 (+6 eff.) ---------- misc Equi/ret +0.20 Hate/m.crit +6.71 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  elven-wood magestaff 'Nightriver' (129% power, 5 apr, arcane element) 5.0 T4 staff 1H weapon [Random Unique] Arcane/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Mag dps ---------- Phys.crit +9.0% Spell.crit +34% Crit.mult +18.00% Phys.pwr +13 (+4 eff.) Spell.pwr +61 (+12 eff.) Dmg.mod +25% arcane +15% darkness Res.pen +20% darkness Acc +13 (+3 eff.) ----- def ----- Spell.save +12 (+3 eff.) ---------- misc Mana/turn +0.20 Vim/s.crit +5.00 Max.vim +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  magewarrior's short elven-wood starstaff of greater warding (129% power, 5 apr, physical element) 5.0 T4 staff 1H weapon [Ego++] Arcane/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +8% Phys.pwr +13 (+4 eff.) Spell.pwr +20 (+4 eff.) Dmg.mod +25% physical Acc +13 (+3 eff.) ----- def ----- Armour +10 Defense +11 (+2 eff.) ---------- misc Wards +3 physical Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Ramroller (150% power, 24 apr) 3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 150% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +180 Uses 1.0 Steam While equipped: dps ---------- Mov.spd +0% ----- def ----- Armour +19 Defense +14 (+3 eff.) Fatigue +0% ---------- misc Talents +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" | 
|  acidic voratun steamsaw of mind resistance (+20%) (150% power, 0 apr) 3.0 T5 steamsaw 1H weapon [Ego] Arcane/Psionic/Steamtech Power 150% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +103 On Crit: * Splash the target with acid dealing 223 damage over 5 turns and reducing armor and accuracy by 28 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +20% mind ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  windwalling voratun steamsaw of the stars (65% power, 0 apr) 3.0 T5 steamsaw 1H weapon [Ego++] Arcane/Psionic/Steamtech Power 149% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +112 Uses 1.0 Steam When used to Attack: Melee+ +30 physical +20 light +20 darkness While equipped: Stats +11 Mag +6 Wil +11 Cun dps ---------- Dmg.mod +20% light +20% darkness ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +20% physical +19% light +20% darkness Shield.near.proj +92 Proj.slow +30% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  chilling orichalcum trident of rage (164% power, 16 apr) 3.0 T5 trident 2H weapon [Ego+] Arcane/Master Power 164% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% Melee+ +42 cold While equipped: Stats +16 Str dps ---------- Dmg.mod +21% physical Acc +35 (+8 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. | 
|  thought-forged voratun waraxe of corruption (148% power, 6 apr) 3.0 T5 waraxe 1H weapon [Ego+] Arcane/Psionic Power 148% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +19 mind On Hit: 20% Curse of Impotence 5 On Hit: * 35% chance to reduce all saves and defense by 32 While equipped: Stats +7 Cun +7 Wil One-handed war axes. | 
|  Xoldalaith the Airwrest 1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Wil +6 Cun +16 Con dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Resists +27% acid +24% fire +7% arcane +12% light Crit.dmg- 20.12% Mind.save +7 (+2 eff.) A belt that goes around your waist. | 
|  Black Robe (6 def, 0 armour) 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +30 (+6 eff.) ----- def ----- Defense +6 (+1 eff.) Resists +15% all Spell.save +25 (+7 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. | 
|  Nerugama the Radiancepain (0 def, 0 armour) 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +11 Wil dps ---------- Mind.crit +11% Crit.mult +20.00% Dmg.mod +14% cold Res.pen +34% lightning Melee Ret 8 fire ----- def ----- Resists +21% cold +12% fire +7% all Mind.save +21 (+6 eff.) ---------- misc Psi/ret +0.32 Light +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Nimbusobsidian (0 def, 0 armour) 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +6 Cun +0 Con dps ---------- Spell.crit +10% Spell.pwr +30 (+6 eff.) Dmg.mod +40% lightning +30% light +18% fire +17% all +25% acid +22% physical +25% cold +9% mind +30% darkness Res.pen +34% cold Melee Ret 8 mind ----- def ----- Resists +20% acid +15% physical +17% fire +20% cold +7% arcane +15% all ---------- misc Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Robe of the Archmage (10 def, 10 armour) 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +0 Str +0 Dex +6 Mag +6 Wil +6 Cun +0 Con dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+5 eff.) Mind.save +15 (+4 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. | 
|  Skyquick the elven-silk robe (0 def, 0 armour) 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +0 Cun +0 Con dps ---------- Dmg.mod +26% light +24% lightning Res.pen +20% acid Melee Ret 8 acid 13 fire ----- def ----- Resists +45% lightning +32% darkness +51% light +10% cold +12% blight +32% fire +20% mind +15% all Phys.save +40 (+10 eff.) Spell.save +58 (+15 eff.) Mind.save +60 (+14 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Frost Treads (1 def, 4 armour) 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. | 
|  pair of drakeskin leather boots 'Ashquench' (0 def, 5 armour) 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +10 Str +10 Con dps ---------- Mov.spd +10% Dmg.mod +18% lightning +10% physical +12% mind +36% fire Melee Ret 10 fire ----- def ----- Armour +5 Fatigue -19% Resists +20% mind +18% fire Phys.save +14 (+4 eff.) Max.HP +60.00 ---------- misc Max.enc +50 Stam/turn +0.90 Size +1 A pair of boots made of leather. | 
|  traveler's pair of voratun boots of speed (0 def, 5 armour) 3.0 T5 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue -6% Phys.save +13 (+3 eff.) ---------- misc Max.enc +50 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  wanderer's pair of voratun boots (0 def, 5 armour) 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Cun +6 Con ----- def ----- Armour +5 Fatigue +4% Phys.save +23 (+6 eff.) Mind.save +25 (+7 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Charmark (0 def, 16 armour) 1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Phys.crit +9.0% Spell.crit +14% Mind.crit +11% Crit.mult +9.00% Spell.pwr +9 (+1 eff.) Dmg.mod +18% fire ----- def ----- Armour +16 Resists +7% arcane +3% physical Mind.save +24 (+6 eff.) Die.at -107.33 life HP.reg +5.00 Blind- +27% Cut- +27% ---------- misc Stam/turn +0.90 Mana/turn +0.21 Max.stam +22.00 Unarmed combat: Power 127% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +11.0% Atk.spd 100% Melee+ +10 arcane On Hit: 10% Nightmare 3 On Hit: 10% Elemental Bolt 3 On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Cyreba the Magmapulverizer (0 def, 1 armour) 1.0 T1 hands armor [Rare] Nature While equipped: Stats +5 Dex dps ---------- Phys.crit +6.0% Crit.mult +26.83% Phys.pwr +40 (+10 eff.) Melee+ 7 acid Dmg.mod +5% acid +21% fire Res.pen +34% acid +25% fire Melee Ret 10 physical ----- def ----- Armour +1 Resists +6% acid ---------- misc Max.stam +40.25 Unarmed combat: Power 95% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +7 acid On Hit: 10% Corrosive Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Fist of the Destroyer (8 def, 0 armour) 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +3 Cun +9 Mag ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Power 145% Range: 1.4x Uses 40% Dex, 40% Cun, 20% Mag 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 4% of current vim Current Bonus: 12% Darkfire: Level 5.0 Pwr.cost 12 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 268.70 fire damage and 129.47 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. | 
|  Will of Ul'Gruth (0 def, 15 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Power 147% Range: 1.4x Uses 40% Dex, 40% Cun, 10% Mag 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.0 Pwr.cost 25 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. | 
|  Ce'Nemina the Hazewoe (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +7 Mag +12 Cun +7 Con dps ---------- Dmg.mod +12% nature +21% cold ----- def ----- Defense +1 (+0 eff.) Resists +12% blight +24% fire +18% nature HP.reg +5.37 Silence- +27% Disarm- +27% A pointy cloth hat, very wizardly... | 
|  Frozenhack the drakeskin leather cap (0 def, 5 armour) 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +5 Cun +17 Lck dps ---------- Phys.crit +7.0% Spell.crit +8% Mind.crit +7% Dmg.mod +24% acid +21% cold Res.pen +34% cold Apr +8 Melee Ret 13 cold ----- def ----- Armour +5 Fatigue +5% Resists +9% nature +38% cold ---------- misc Breathe water A cap made of leather. | 
|  Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +0 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +0 (+0 eff.) Blind- +50% A Helmet. But with steam power! | 
|  hardened leather cap 'Quenchquake' (0 def, 3 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +4 Mag +0 Cun dps ---------- Mind.crit +7% Crit.mult +26.83% S.pwr/crit +6 Res.pen +30% acid +15% arcane +15% mind Melee Ret 10 mind 6 cold ----- def ----- Armour +3 Fatigue +3% Mind.save +0 (+0 eff.) ---------- misc Mana/turn +0.20 Psi/ret +0.16 Max.mana +134.16 A cap made of leather. | 
|  miner's drakeskin leather hat of the depths (0 def, 11 armour) 2.0 T5 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +11 Fatigue +5% Resists +25% cold ---------- misc Infravis +4 Breathe water A hat made of leather. Very stylish. | 
|  miner's voratun helm of the depths (0 def, 11 armour) 3.0 T5 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +11 Fatigue +5% Resists +25% cold ---------- misc Infravis +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  warlord's drakeskin leather cap of knowledge (0 def, 5 armour) 2.0 T5 head armor [Ego++] Nature/Psionic While equipped: Stats +7 Str +11 Wil +5 Cun dps ---------- Phys.pwr +9 (+3 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +14% physical Phys.save +5 (+1 eff.) A cap made of leather. | 
|  The Untouchable (14 def, 12 armour) 9.0 T3 light armor [Unique] Arcane While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +8 Cun +0 Con dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. | 
|  The Black Plate (25 def, 35 armour) 17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +35 Defense +25 (+5 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+4 eff.) Spell.save +25 (+7 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" | 
|  17 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  408 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  8 onyx 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  9 aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  4 opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  5 sapphire 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  7 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Tooth of the Mouth (dig speed 12 turns) 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
|  3 emerald 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  5 jade 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  19 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  5 turquoise 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Infernoborn 2.0 T1 lite [Rare] Psionic While equipped: Stats +10 Dex dps ---------- Mind.crit +5% Crit.mult +26.83% Mind.pwr +40 (+12 eff.) Dmg.mod +18% fire ----- def ----- Mind.save +31 (+8 eff.) ---------- misc Equi/ret +0.28 Light +7 See.Stealth +9 See.Invis +9 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. | 
|  Crystal Focus 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. | 
|  Dragon Orb (Orb of Command) 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. | 
|  Elemental Orb (Orb of Command) 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. | 
|  Orb of Destruction (Orb of Command) 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. | 
|  Orb of Undeath (Orb of Command) 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Automated Portable Extractor 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  Atamathon's Lost Ruby Eye 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. | 
|  38 alchemist bloodstone 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. | 
|  10 bloodstone 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  9 fire opal 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  7 garnet 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  6 ruby 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
| amazing pain suppressor salve [power 617]amazing pain suppressor salve [power 617] 1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 221% efficiency and 50% cooldown modifier. Let you fight up to -617 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  psychokinetic pouch of voratun shots of accuracy (21/21, 164% power, 6 apr) 3.0 T5 shot ammo [Ego+] Master/Psionic Power 165% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +23 Apr +6 Crit +7.0% Capacity 21 Ranged+ +40 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 211 physical damage Shots are used with slings to pummel your foes to death. | 
|  Bizzare Contraption 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. | 
|  Brodorogrim [power 115]  (15 cooldown) 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +5 Str dps ---------- Phys.crit +4.0% Phys.pwr +40 (+11 eff.) Res.pen +34% physical Apr +9 Melee Ret 8 physical On Hit (Melee): * 27% chance to reduce armor by 46% ----- def ----- Armour +21 Die.at -107.33 life Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 189 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  extending voratun torque of gale force [power 475]  (15 cooldown) 2.0 T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking enemies back 14 spaces and dealing 779 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. | 
|  Falodunalin the Ebonygash [power 128]  (15 cooldown) 2.0 T1 totem charm [Rare] Nature While equipped: Stats +10 Dex dps ---------- Dmg.mod +9% darkness +9% fire Res.pen +25% physical Melee Ret 6 darkness 4 fire ----- def ----- Resists +9% temporal +24% light +9% fire +15% nature +15% darkness Heal yourself and all friendly characters within 10 spaces for 128 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  elm totem of summon tentacle [power 110]  (25 cooldown) 2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 300 Base Damage: 130 Armor: 9 All Resist: 10 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  15 amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  soothing dragonbone wand of shielding [power 524]  (20 cooldown) 2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 524 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 110. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Burning Star 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. | 
|  Pearl of Life and Death 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. | 
|  11 diamond 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  10 moonstone 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  10 pearl 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  7 quartz 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  18 alchemist ametrine 0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. | 
|  5 amber 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  20 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  18 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  17 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
 A dangerous secret (Roguelike)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Roguelike)
			Found the mysterious staff and told Last Hope about it.By Lyra the Cornac Alchemist level 27
14th Haze 122nd year of Ascendancy at 06:46 see stats
 A different point of view (Roguelike)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Roguelike)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Lyra the Cornac Alchemist level 37
74th Haze 122nd year of Ascendancy at 08:13 see stats
 Against all odds (Roguelike)
			Killed Ukruk in the ambush.
			Against all odds (Roguelike)
			Killed Ukruk in the ambush.By Lyra the Cornac Alchemist level 27
12nd Haze 122nd year of Ascendancy at 14:33 see stats
 Are you out of your mind?! (Roguelike)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
			Are you out of your mind?! (Roguelike)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Lyra the Cornac Alchemist level 31
29th Haze 122nd year of Ascendancy at 20:19 see stats
 Back and there again (Roguelike)
			Opened a portal to the Far East from Maj'Eyal.
			Back and there again (Roguelike)
			Opened a portal to the Far East from Maj'Eyal.By Lyra the Cornac Alchemist level 46
55th Pyre 123rd year of Ascendancy at 19:31 see stats
 Brave new world (Roguelike)
			Went to the Far East and took part in the war.
			Brave new world (Roguelike)
			Went to the Far East and took part in the war.By Lyra the Cornac Alchemist level 30
24th Haze 122nd year of Ascendancy at 15:06 see stats
 Bringer of Doom (Roguelike)
			Killed a Bringer of Doom.
			Bringer of Doom (Roguelike)
			Killed a Bringer of Doom.By Lyra the Cornac Alchemist level 19
61st Dusk 122nd year of Ascendancy at 23:45 see stats
 Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.By Lyra the Cornac Alchemist level 14
27th Dusk 122nd year of Ascendancy at 01:00 see stats
 Demonic Invasion (Roguelike)
			Stopped a demonic invasion by closing their portal.
			Demonic Invasion (Roguelike)
			Stopped a demonic invasion by closing their portal.By Lyra the Cornac Alchemist level 39
5th Decay 122nd year of Ascendancy at 03:52 see stats
 Destroyer's bane (Roguelike)
			Killed Golbug the Destroyer.
			Destroyer's bane (Roguelike)
			Killed Golbug the Destroyer.By Lyra the Cornac Alchemist level 29
20th Haze 122nd year of Ascendancy at 17:09 see stats
 Dragon's Greed (Roguelike)
			Amassed 8000 gold pieces.
			Dragon's Greed (Roguelike)
			Amassed 8000 gold pieces.By Lyra the Cornac Alchemist level 41
6th Allure 123rd year of Ascendancy at 19:33 see stats
 Evil denied (Roguelike)
			Won ToME by preventing the Void portal from opening.
			Evil denied (Roguelike)
			Won ToME by preventing the Void portal from opening.By Lyra the Cornac Alchemist level 50
74th Pyre 123rd year of Ascendancy at 04:44 see stats
 Exterminator (Roguelike)
			Killed 1000 creatures.
			Exterminator (Roguelike)
			Killed 1000 creatures.By Lyra the Cornac Alchemist level 18
48th Dusk 122nd year of Ascendancy at 21:27 see stats
 Fear me not! (Roguelike)
			Survived the Fearscape!
			Fear me not! (Roguelike)
			Survived the Fearscape!By Lyra the Cornac Alchemist level 25
9th Haze 122nd year of Ascendancy at 15:43 see stats
 Fear of Fours (Roguelike)
			Killed all four bosses of the Slime Tunnels.
			Fear of Fours (Roguelike)
			Killed all four bosses of the Slime Tunnels.By Lyra the Cornac Alchemist level 49
68th Pyre 123rd year of Ascendancy at 08:09 see stats
 I cleared the room of death and all I got was this lousy achievement! (Roguelike)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.
			I cleared the room of death and all I got was this lousy achievement! (Roguelike)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Lyra the Cornac Alchemist level 33
29th Haze 122nd year of Ascendancy at 22:48 see stats
 Level 10 (Roguelike)
			Got a character to level 10.
			Level 10 (Roguelike)
			Got a character to level 10.By Lyra the Cornac Alchemist level 10
4th Flare 122nd year of Ascendancy at 20:16 see stats
 Level 20 (Roguelike)
			Got a character to level 20.
			Level 20 (Roguelike)
			Got a character to level 20.By Lyra the Cornac Alchemist level 20
61st Dusk 122nd year of Ascendancy at 23:45 see stats
 Level 30 (Roguelike)
			Got a character to level 30.
			Level 30 (Roguelike)
			Got a character to level 30.By Lyra the Cornac Alchemist level 30
20th Haze 122nd year of Ascendancy at 17:09 see stats
 Level 40 (Roguelike)
			Got a character to level 40.
			Level 40 (Roguelike)
			Got a character to level 40.By Lyra the Cornac Alchemist level 40
1st Allure 123rd year of Ascendancy at 04:56 see stats
 Level 50 (Roguelike)
			Got a character to level 50.
			Level 50 (Roguelike)
			Got a character to level 50.By Lyra the Cornac Alchemist level 50
69th Pyre 123rd year of Ascendancy at 11:21 see stats
 Orcrist (Roguelike)
			Killed the leaders of the Orc Pride.
			Orcrist (Roguelike)
			Killed the leaders of the Orc Pride.By Lyra the Cornac Alchemist level 48
65th Pyre 123rd year of Ascendancy at 19:57 see stats
 Poisonous (Roguelike)
			Sided with the assassin lord.
			Poisonous (Roguelike)
			Sided with the assassin lord.By Lyra the Cornac Alchemist level 45
22nd Regrowth 123rd year of Ascendancy at 08:30 see stats
 Race through fire (Roguelike)
			Raced through the fires of the Charred Scar to stop the Sorcerers.
			Race through fire (Roguelike)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Lyra the Cornac Alchemist level 39
6th Decay 122nd year of Ascendancy at 16:22 see stats
 Size is everything (Roguelike)
			Did over 1500 damage in one attack.
			Size is everything (Roguelike)
			Did over 1500 damage in one attack.By Lyra the Cornac Alchemist level 39
6th Decay 122nd year of Ascendancy at 06:36 see stats
 Size matters (Roguelike)
			Did over 600 damage in one attack.
			Size matters (Roguelike)
			Did over 600 damage in one attack.By Lyra the Cornac Alchemist level 28
16th Haze 122nd year of Ascendancy at 21:50 see stats
 Sliders (Roguelike)
			Activated a portal using the Orb of Many Ways.
			Sliders (Roguelike)
			Activated a portal using the Orb of Many Ways.By Lyra the Cornac Alchemist level 30
20th Haze 122nd year of Ascendancy at 23:14 see stats
 Tactical master (Roguelike)
			Fought the two Sorcerers without closing any invocation portals.
			Tactical master (Roguelike)
			Fought the two Sorcerers without closing any invocation portals.By Lyra the Cornac Alchemist level 50
74th Pyre 123rd year of Ascendancy at 04:44 see stats
 The Arena (Roguelike)
			Unlocked Arena mode.
			The Arena (Roguelike)
			Unlocked Arena mode.By Lyra the Cornac Alchemist level 9
7th Mirth 122nd year of Ascendancy at 14:11 see stats
 The Legend of Garkul (Roguelike)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Roguelike)
			Learned the five chapters of the Legend of Garkul.By Lyra the Cornac Alchemist level 48
66th Pyre 123rd year of Ascendancy at 17:24 see stats
 The Sun Still Shines (Roguelike)
			Aeryn survived the last battle.
			The Sun Still Shines (Roguelike)
			Aeryn survived the last battle.By Lyra the Cornac Alchemist level 50
74th Pyre 123rd year of Ascendancy at 04:44 see stats
 The bigger the better! (Roguelike)
			Did over 3000 damage in one attack.
			The bigger the better! (Roguelike)
			Did over 3000 damage in one attack.By Lyra the Cornac Alchemist level 50
72nd Pyre 123rd year of Ascendancy at 18:47 see stats
 The secret city (Roguelike)
			Discovered the truth about mages.
			The secret city (Roguelike)
			Discovered the truth about mages.By Lyra the Cornac Alchemist level 12
3rd Dusk 122nd year of Ascendancy at 03:03 see stats
 There and back again (Roguelike)
			Opened a portal to Maj'Eyal from the Far East.
			There and back again (Roguelike)
			Opened a portal to Maj'Eyal from the Far East.By Lyra the Cornac Alchemist level 34
47th Haze 122nd year of Ascendancy at 16:51 see stats
 Treasure Hoarder (Roguelike)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Roguelike)
			Amassed 3000 gold pieces.By Lyra the Cornac Alchemist level 28
17th Haze 122nd year of Ascendancy at 21:45 see stats
 Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.
			Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.By Lyra the Cornac Alchemist level 17
43rd Dusk 122nd year of Ascendancy at 05:48 see stats
 Vampire crusher (Roguelike)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Roguelike)
			Destroyed the Master in its lair of the Dreadfell.By Lyra the Cornac Alchemist level 25
11st Haze 122nd year of Ascendancy at 04:05 see stats
Log
Lyra picks up (  .): voratun ring.
Ran for 7 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Lyra picks up (X.): schematic: Viral Injector.
Lyra picks up (g.): biting gale rune (damage 390; dur 4; cd 19).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 6 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 14 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 16 turns (stop reason: interesting terrain).
Lyra wears (replacing Nimbusobsidian (0 def, 0 armour) ): Galen's Flowing Robe (0 def, 0 armour).
You detach stralite crystal plating from your Nimbusobsidian (0 def, 0 armour).
You attach stralite crystal plating to your Galen's Flowing Robe (0 def, 0 armour) .
Galen's Flowing Robe activates and resets Lyra's Ice Core cooldown!
The raging fire around Lyra calms down and disappears.





























































