










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons: 
 Frequently Asked Questions: Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Forbidden Cults 1.6.7Official 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. 
 
 
 
 
 
 
 
 Better Item Description 1.6.6This 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 Embers of Rage 1.6.7Official 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:
 EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit  | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | Adventurer | 
| Level / Exp | 30 / 92% | 
| Size | medium | 
| Lifes / Deaths | Killed by Matt Matt at level 12 on the 2nd Flare 122nd year of Ascendancy at 15:59 0 / 8Killed by thought-forged bowman at level 15 on the 20th Haze 122nd year of Ascendancy at 08:00 Killed by Matt Matt at level 19 on the 64th Haze 122nd year of Ascendancy at 06:33 Killed by Xerunor the elven warrior at level 27 on the 15th Pyre 123rd year of Ascendancy at 02:44 Killed by Lisarann the ravaging entropic rip at level 29 on the 53rd Dusk 123rd year of Ascendancy at 13:11 Killed by Greater Mummy Lord at level 30 on the 55th Dusk 123rd year of Ascendancy at 12:55 Killed by Greater Mummy Lord at level 30 on the 55th Dusk 123rd year of Ascendancy at 17:10 Killed by Greater Mummy Lord at level 30 on the 55th Dusk 123rd year of Ascendancy at 18:09  | 
Primary Stats
| Strength | 56 (base 12) | 
| Dexterity | 57 (base 12) | 
| Constitution | 52 (base 12) | 
| Magic | 105 (base 41) | 
| Willpower | 128 (base 60) | 
| Cunning | 98 (base 28) | 
Resources
| Mana | 876/928 | 
| Psi | 91/423 | 
| Vim | 251/251 | 
| Life | -57/546 | 
| Stamina | 510/510 | 
| Steam | 100/100 | 
| Healing Factor | 1.4237837837838 | 
| Regeneration | 20.288918918919 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -1.9984014443253E-12% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
| Infravision | 4 | 
| See Stealth | 6 | 
| See Invisible | 6 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Barehand
| Damage | 119 | 
| Accuracy | 61 | 
| Crit Chance | 42% | 
| APR | 12 | 
| Speed | 0.80 | 
Offense: Spell
| Spellpower | 59 | 
| Crit Chance | 36% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 63 | 
| Crit Chance | 30% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +13% | 
| Arcane | +13% | 
| Cold | +14% | 
| All | +2% | 
| Darkness | +11% | 
| Light | +16% | 
| Temporal | +17% | 
| Mind | +12% | 
| Fire | +23% | 
| Lightning | +12% | 
Offense: Damage Penetration
| Temporal | +25% | 
| Mind | +15% | 
| Fire | +30% | 
| All | +10% | 
Defense: Base
| Armour (hardiness) | 26 (38.536585365854%) | 
| Defense | 0 | 
| Ranged Defense | 0 | 
| Fatigue | 0 | 
| Physical Save | 33 | 
| Spell Save | 54 | 
| Mental Save | 59 | 
Defense: Resistances
| Lightning | + 34%( 70%) | 
| Cold | + 20%( 70%) | 
| Temporal | + 26%( 70%) | 
| Blight | + 20%( 70%) | 
| Mind | + 39%( 70%) | 
| Fire | + 26%( 70%) | 
| All | + 13%( 70%) | 
Defense: Immunities
| Fear Resistance | 30% | 
| Stun Resistance | 30% | 
| Instadeath Resistance | 100% | 
| Confusion Resistance | 30% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.3 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 122 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat.  | 
| Runes | Effective talent level: 1.3 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 12 up to 4 times. Its effects scale with your Constitution stat.  | 
| Infusions | Effective talent level: 1.3 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -688 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1447 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat.  | 
Class Talents
| Demented / Tentacles | 1.30 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Psionic / Solipsism | 1.30 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Air | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
| Cunning / Poisons | 1.30 | 
  | 5/5 | 
  | 2/5 | 
  | 5/5 | 
  | 2/5 | 
| Corruption / Rot | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
Generic Talents
| Technique / Unarmed training | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Vile life | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 4/5 | 
  | 0/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Harmony | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Physics | 1.30 | 
  | 4/5 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
| Psionic / Feedback | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Corruption / Hexes | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Psionic / Finer energy manipulations | 1.30 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
  | 2/5 | 
Prodigies
  | 1/1 | 
Effects
| talent | Beyond the Flesh | 
| talent | Numbing Poison | 
| talent | Volatile Poison | 
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 14. Intimidated | 
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance | 
| detrimental effect | The target is blinded, unable to see anything. Blinded | 
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects (except Wet and Frozen Feet). The target cannot teleport or heal while frozen. 44 HP on the iceblock remaining. Frozen | 
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments.  | done | 
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 successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved talent Curse of Impotence (+1 level(s)).  | done | 
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5.  | done | 
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)).  | done | 
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Willpower by +5.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there.  | done | 
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 Possessed.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward.  | 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 AlchemistsStire of Derth has completed an elixir of precision without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations.  | active | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | active | 
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope.  | done | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died.  | done | 
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him.  | done | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| Psionic focus |  Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating.  | 
| Light source |  Relgiroddasin2.0 T1 lite [Rare] Psionic While equipped: Stats +6 Str +2 Dex +1 Wil ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
| On head |  Decayed Visage (0 def, 0 armour) 1.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +5 Mag +8 Wil +9 Cun dps ---------- Spell.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +8% blight +11% arcane +9% darkness Res.pen +5% mind Melee Ret 10 vim draining blight On Hit (Melee): * 10% chance to reduce all saves and defense by 36 ----- def ----- Resists +9% blight Mind.save +9 (+3 eff.) ---------- misc Max.vim +25.00 Vimsense: Level 2.6 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 16% and all saves by 26, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life.  | 
| Tool |  The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking.  | 
| On fingers |  Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +5 Dex +2 Mag +10 Cun dps ---------- Spell.crit +4% Phys.pwr +6 (+2 eff.) Spell.pwr +18 (+4 eff.) Mind.pwr +10 (+2 eff.) Melee+ 13 physical Ranged+ 15 physical Dmg.mod +3% blight Phasing +20% Acc +8 (+2 eff.) On Hit (Melee): * 13% chance to reduce all saves and defense by 36 On Hit (Ranged): * 13% chance to reduce all saves and defense by 36 ---------- misc Hate/m.crit +2.00 Max.hate +10.00 Max.vim +10.00 Can be unequipped or rerolled. 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?  | 
| On fingers |  stralite turquoise ring0.1 T4 ring jewelry [Ego++] Arcane While equipped: Stats +12 Mag +6 Wil dps ---------- Spell.pwr +9 (+2 eff.) Melee+ 26 light Ranged+ 31 light Dmg.mod +14% light Res.pen +10% all Acc +10 (+2 eff.) Rings can have magical properties.  | 
| Around waist |  grounding hardened leather belt of burglary 1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +4 Dex +3 Cun +7 Lck ----- def ----- Defense +8 (+0 eff.) Fatigue +0% Resists +7% lightning +6% temporal Proj.slow +20% Stealth +5 ---------- misc T.Disarm +17 Max.enc +0 Infravis +4 A belt that goes around your waist.  | 
| Main armor |  enlightening drakeskin leather armour of Eyal (20 def, 8 armour) 9.0 T5 light armor [Ego++] Nature/Psionic While equipped: Stats +6 Str +6 Dex +6 Mag +10 Wil +10 Cun +6 Con ----- def ----- Armour +8 Defense +20 (+9 eff.) Fatigue +8% Mind.save +14 (+4 eff.) Max.HP +71.00 HP.reg +6.00 Heal.mod +14% A suit of armour made of leather.  | 
| On feet |  dreamer's pair of drakeskin leather boots of evasion (11 def, 5 armour)2.0 T5 feet armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +5 Defense +11 (+0 eff.) Phys.save +8 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather.  | 
| On hands |  restful drakeskin leather gloves of dexterity (+3) (0 def, 3 armour) 1.0 T4 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +17 (+4 eff.) ----- def ----- Armour +3 HP.reg +6.00 ---------- misc Stam/turn +1.40 Max.stam +28.00 Talents +3 Spring Grapple Unarmed combat: Power 24.5 - 27.0 Physical Uses 34% Wil, 74% Cun Acc+ +0.3% crit chance (max 25%) Acc +9 Apr +5 Crit +14.0% Atk.spd 125% On Hit: 10% Nightmare 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Cloak |  Brandrigor the cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Dmg.mod +12% cold +21% fire +15% temporal Res.pen +15% temporal +20% fire ----- def ----- Defense +2 (+0 eff.) Resists +18% lightning +15% fire +9% cold +9% temporal Spell.save +10 (+3 eff.) Stun/Frz- +30% ---------- misc Max.mana +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.6 Pwr.cost 35 out of 20/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 344 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature.  | 
Inventory
 Primal Infusion (affinity 23%; reduction 4; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 23% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved.  | 
 Rune of the Rift (662.00 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 658.36 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.  | 
 Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 acid wave rune (damage 64; dur 4; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 64.16 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect 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.  | 
 schematic: Acid Groove0.1 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: Air Recycler0.1 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: Crystal Plating0.1 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: Fiery Salve0.1 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: Focus Lens0.1 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: Iron Grip0.1 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 Shell0.1 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: Mental Stimulator0.1 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: Pain Suppressor Salve0.1 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: Poison Groove0.1 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 Distributor0.1 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: Rocket Boots0.1 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: Saw Shell0.1 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: Second Skin0.1 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: Steamsaw0.1 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.  | 
 The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.2 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (159). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it.  | 
 insulating stralite amulet of the eclipse0.1 T4 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 9 light 10 darkness Dmg.mod +5% light +9% darkness On Melee Ret: * 8% chance to reduce damage dealt by 29% * 10% chance to blind ----- def ----- Resists +16% fire +16% cold Amulets can have magical properties.  | 
 grounding voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 15 light 13 darkness Dmg.mod +13% light +11% darkness On Melee Ret: * 15% chance to reduce damage dealt by 29% * 9% chance to blind ----- def ----- Resists +26% lightning Stun/Frz- +34% Amulets can have magical properties.  | 
 Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 21.71 cold and 19.42 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch.  | 
 solipsist's steel ring0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) Rings can have magical properties.  | 
 steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties.  | 
 mule's voratun ring of clarity0.1 T5 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -8% Mind.save +15 (+4 eff.) Confus- +40% ---------- misc Max.enc +40 Rings can have magical properties.  | 
 elven-wood magestaff 'Arckin' (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Rare] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% arcane +12% darkness ----- def ----- Defense +27 (+16 eff.) Resists +12% lightning +6% physical +17% mind +12% temporal Pinning- +20% ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 79.88 light damage. Staves designed for wielders of magic, by the greats of the art.  | 
 blighted dragonbone vilestaff of wizardry (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +14% Spell.pwr +33 (+8 eff.) Dmg.mod +30% darkness ---------- misc Vim/s.crit +4.00 Max.mana +91.00 Max.vim +33.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 ethereal dragonbone magestaff of might (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +19% Spell.pwr +21 (+5 eff.) Dmg.mod +30% arcane Phasing +25% ----- def ----- Defense +24 (+13 eff.) Shield.pwr +16% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 caustic stralite battleaxe of rage (43.5-65.25 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego++] Nature/Master Power 43.5 - 65.3 Physical Uses 102% Wil Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +40 acid +52 nature While equipped: Stats +13 Str dps ---------- Dmg.mod +13% physical Res.pen +26% acid +24% nature Acc +17 (+4 eff.) Apr +19 Massive two-handed battleaxes.  | 
 blazebringer's voratun battleaxe of massacre (69-103.5 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Nature/Master Power 69.0 - 103.5 Physical Uses 102% Wil Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +94 fire While equipped: dps ---------- All.spd +14% Res.pen +31% fire Massive two-handed battleaxes.  | 
 plaguebringer's stralite greatmaul of shearing (51-76.5 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego++] Arcane/Master Power 51.0 - 76.5 Physical Uses 102% Wil Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +19 blight On Hit: 20% Epidemic 4 On Hit: * 23% chance to reduce strength, dexterity, and constitution by 28 While equipped: dps ---------- Res.pen +17% all Acc +24 (+6 eff.) Apr +17 ----- def ----- Disease- +42% Massive two-handed mauls.  | 
 inquisitor's voratun greatmaul of projection (70.5-105.75 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego++] Disrupt/Psionic Power 70.5 - 105.8 Physical Uses 102% Wil Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Deals 105 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Massive two-handed mauls.  | 
 voratun greatmaul 'Smolderstone' (67.5-101.25 power, 4 apr)5.0 T5 greatmaul 2H weapon [Rare] Master Power 67.5 - 101.3 Physical Uses 102% Wil Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Dmg.mod +12% mind Res.pen +20% fire Acc +17 (+4 eff.) ----- def ----- Defense +21 (+10 eff.) Resists +17% mind Disarm- +70% ---------- misc Equi/ret +0.16 Psi/ret +0.12 Hate/m.crit +4.00 Max.hate +6.00 Massive two-handed mauls.  | 
 voratun greatmaul of crippling (62.5-93.75 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Master Power 62.5 - 93.8 Physical Uses 102% Wil Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +19.0% Massive two-handed mauls.  | 
 stormbringer's voratun greatsword of projection (59.5-95.2 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Nature/Psionic Power 59.5 - 95.2 Physical Uses 102% Wil Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +40 lightning +31 cold On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Mov.spd +42% Res.pen +16% lightning +21% cold Massive two-handed swords.  | 
 balanced stralite mace of enduring (39.5-55.3 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Nature/Master Power 39.5 - 55.3 Physical Uses 85% Wil Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +13 Con +10 Wil dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +9 (+0 eff.) Max.HP +66.00 Disarm- +38% Blunt and deadly.  | 
 voratun waraxe 'Duathelstrike' (38.5-53.9 power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Master Power 38.5 - 53.9 Physical Uses 85% Wil Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 darkness On Hit: * 23% chance to reduce damage dealt by 29% While equipped: Stats +3 Str +9 Con dps ---------- Acc +10 (+2 eff.) On Hit (Melee): * 23 arcane resource burn * 23% chance to reduce all saves and defense by 36 ----- def ----- Defense +15 (+4 eff.) Resists +9% lightning +18% cold +9% darkness Disarm- +50% One-handed war axes.  | 
 harmonious living mindstar of storms (15.5-17.05 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego++] Nature Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Str +6 Dex +6 Mag +5 Wil +5 Cun +6 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 15 lightning Dmg.mod +9% nature +17% lightning Res.pen +8% nature +20% lightning ----- def ----- Resists +8% nature +15% lightning ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 mighty reinforced leather sling of true flight4.0 T4 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +6 Str dps ---------- Phys.crit +8.0% Phys.pwr +12 (+4 eff.) Acc +11 (+3 eff.) Slings are used to hurl stones or metal shots at your foes.  | 
 penetrating stralite steamgun4.0 T4 steamgun 1H weapon Reqs Shoot [Ego+] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +18% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 quiver of elven-wood arrows of crippling (20/20, 46-64.4 power, 14 apr)3.0 T4 arrow ammo [Ego+] Master Power 46.0 - 64.4 Physical Uses 42% Wil, 59% Cun Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +19.5% Capacity 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death.  | 
 dreamer's mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Ego+] Psionic While equipped: Stats +5 Mag dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire +18% mind +17% darkness Phys.save +16 (+8 eff.) Spell.save +16 (+5 eff.) Mind.save +28 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Decaying mummy wrappings.  | 
 fearwoven mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Ego+] Psionic While equipped: Stats +5 Mag dps ---------- Mind.crit +4% Spell.pwr +11 (+3 eff.) Mind.pwr +9 (+2 eff.) Dmg.mod +23% physical +15% cold +37% darkness +15% arcane Res.pen +15% darkness +13% physical ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire ---------- misc Max.hate +12.00 Decaying mummy wrappings.  | 
 focusing mummy wrappings of lightning (+33%) (5 def, 2 armour)6.0 T4 mummy armor [Ego] Nature/Psionic While equipped: Stats +8 Wil +15 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +22% lightning +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists +33% lightning -25% fire ---------- misc Mana/turn +0.26 Psi/turn +0.30 Decaying mummy wrappings.  | 
 mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +6 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings.  | 
 mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +9 Mag dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings.  | 
 mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +4 Mag dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings.  | 
 mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +7 Mag dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings.  | 
 mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +8 Mag dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings.  | 
 mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +6 Mag dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings.  | 
 mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +7 Mag dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings.  | 
 mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +9 Mag dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings.  | 
 mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +6 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings.  | 
 mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +6 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings.  | 
 mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +3 Mag dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings.  | 
 mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings.  | 
 mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +7 Mag dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings.  | 
 mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +7 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings.  | 
 mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +8 Mag dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings.  | 
 mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings.  | 
 mummy wrappings of corrosion (+28%) (5 def, 2 armour)6.0 T4 mummy armor [Ego] Nature While equipped: Stats +7 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +19% acid +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists +28% acid -25% fire Decaying mummy wrappings.  | 
 mummy wrappings of the mind (+21%) (5 def, 2 armour)6.0 T4 mummy armor [Ego] Psionic While equipped: Stats +7 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +15% arcane +15% cold +15% darkness +21% mind ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists +21% mind -25% fire Decaying mummy wrappings.  | 
 spellwoven mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Ego] Arcane While equipped: Stats +7 Mag dps ---------- Spell.crit +5% Spell.pwr +17 (+4 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists -25% fire Spell.save +21 (+6 eff.) Decaying mummy wrappings.  | 
 spellwoven mummy wrappings of darkness (+39%) (5 def, 2 armour)6.0 T4 mummy armor [Ego] Arcane While equipped: Stats +9 Mag dps ---------- Spell.crit +5% Spell.pwr +17 (+4 eff.) Dmg.mod +15% cold +15% arcane +41% darkness ----- def ----- Armour +2 Defense +5 (+0 eff.) Fatigue +2% Resists +39% darkness -25% fire Spell.save +23 (+7 eff.) Decaying mummy wrappings.  | 
 Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +0 Str +0 Dex +0 Mag +4 Wil +0 Cun +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+0 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal.  | 
 Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.9 Pwr.cost 15 out of 20/20. Range 8 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 32%. You can also activate this talent to instantly destroy more worms, letting you jump in range 8 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh.  | 
 mindwoven elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +5% Spell.pwr +17 (+4 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +16% all ----- def ----- Resists +15% all Mind.save +25 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 duelist's rough leather armour of the hero  (6 def, 4 armour)9.0 T1 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +4 Str +8 Dex +4 Mag +4 Wil +8 Cun +0 Con ----- def ----- Armour +4 Defense +6 (+0 eff.) Fatigue +6% Max.HP +33.00 A suit of armour made of leather.  | 
 Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+0 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.9 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 43.97 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields.  | 
 Olehek (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) Melee Ret 2 mind ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Resists +9% mind +0% lightning Stun/Frz- +0% ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+0 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.6 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west.  | 
 Vorawe the Stokerend (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +12% nature +6% fire Res.pen +15% nature +10% fire ----- def ----- Armour +1 Resists +9% fire Phys.save +7 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) A pair of boots made of leather.  | 
 Squalorspawner (0 def, 15 armour)1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Melee+ 11 physical Dmg.mod +9% fire +9% nature +6% physical Res.pen +15% darkness +15% nature Acc +8 (+2 eff.) Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Armour +15 Phys.save +7 (+4 eff.) Mind.save +17 (+5 eff.) Max.HP +54.00 Disarm- +38% Unarmed combat: Power 22.0 - 24.2 Physical Uses 34% Wil, 74% Cun Acc+ +0.3% crit chance (max 25%) Acc +16 Apr +3 Crit +3.0% Atk.spd 125% On Hit.r1 +11 physical On Crit.r2 +10 physical On Hit: 10% Battle Shout 3 On Hit: 10% Perfect Control 3 On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 prismatic drakeskin leather cap of precognition (12 def, 5 armour)2.0 T5 head armor [Ego+] Nature While equipped: Stats +7 Cun dps ---------- Acc +12 (+3 eff.) On Melee Ret: * 18% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +12 (+1 eff.) Fatigue +5% Resists +18% light +20% darkness A cap made of leather.  | 
 Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +10% mind Melee Ret 12 mind ----- def ----- Mind.save +0 (+0 eff.) Psychic Lobotomy: Level 3.9 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 136.89 mind damage and cripples the target's higher mental functions, reducing cunning by 17 and confusing (34% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...?  | 
 Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+0 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power!  | 
 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 9 onyx0.0 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 11 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 4 garnet0.0 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 7 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+0 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+0 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 ruby0.0 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 4 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 2 fire opal0.0 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 3 diamond0.0 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel.  | 
 Charlash the dwarven lantern1.0 T5 lite [Rare] Arcane While equipped: Stats +11 Dex dps ---------- Spell.crit +6% Crit.mult +22.89% Spell.pwr +6 (+1 eff.) Res.pen +15% fire Apr +5 ----- def ----- Defense +15 (+4 eff.) Resists +15% blight +14% darkness Phys.save +21 (+9 eff.) Die.at -60.00 life ---------- misc Max.stam +30.00 Light +5 Infravis +6 See.Invis +15 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 28 blight damage or heals 44 life. Creatures standing in the retch also have 14% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
 Automated Portable Extractor0.0 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.  | 
 Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood.  | 
 Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it?  | 
 miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 voratun pickaxe (dig speed 24 turns)3.0 T5 digger tool [Normal] While equipped: Stats +3 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 voratun pickaxe of the Iron Throne (dig speed 11 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Max.HP +31.00 ---------- misc Max.stam +24.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 Transmogrification Chest2.0 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.  | 
 Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected.  | 
 Rod of Recall (1/1)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.  | 
 dragonbone wand of conjuration 'Radhiharalach' [power 460]  (1/15 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- S.pwr/crit +12 ----- def ----- Resists +15% cold Phys.save +12 (+6 eff.) Mind.save +21 (+6 eff.) Die.at -80.00 life HP.reg +4.61 Cut- +23% ---------- misc Mana/s.crit +2.31 Light +3 Fire a magical bolt dealing 399 acid damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 evasive dragonbone wand of shielding [power 560]  (1/20 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 37% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
Achievements
			A different point of view (Nightmare (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Matt Matt the Cornac Adventurer level 25
34th Regrowth 123rd year of Ascendancy at 19:45 see stats
			Anti-Antimagic! (Nightmare (Adventure) difficulty)
			Destroyed the Ziguranth camp with your Rhaloren allies.By Matt Matt the Cornac Adventurer level 27
70th Regrowth 123rd year of Ascendancy at 22:43 see stats
			Bringer of Doom (Nightmare (Adventure) difficulty)
			Killed a Bringer of Doom.By Matt Matt the Cornac Adventurer level 14
6th Haze 122nd year of Ascendancy at 15:42 see stats
			Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Matt Matt the Cornac Adventurer level 14
76th Dusk 122nd year of Ascendancy at 12:28 see stats
			Don't Poosh it! (Nightmare (Adventure) difficulty)
			Killed Kelad in the lost land of Poosh.By Matt Matt the Cornac Adventurer level 22
1st Decay 122nd year of Ascendancy at 02:20 see stats
			Earth Master (Nightmare (Adventure) difficulty)
			Killed Harkor'Zun and unlocked Stone magic.By Matt Matt the Cornac Adventurer level 17
59th Haze 122nd year of Ascendancy at 13:13 see stats
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Matt Matt the Cornac Adventurer level 20
65th Haze 122nd year of Ascendancy at 02:42 see stats
			Eye of the storm (Nightmare (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Matt Matt the Cornac Adventurer level 29
44th Pyre 123rd year of Ascendancy at 23:58 see stats
			Home sweet home (Nightmare (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Matt Matt the Cornac Adventurer level 25
34th Regrowth 123rd year of Ascendancy at 15:55 see stats
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Matt Matt the Cornac Adventurer level 10
8th Mirth 122nd year of Ascendancy at 18:34 see stats
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By Matt Matt the Cornac Adventurer level 20
64th Haze 122nd year of Ascendancy at 12:34 see stats
			Level 30 (Nightmare (Adventure) difficulty)
			Got a character to level 30.By Matt Matt the Cornac Adventurer level 30
53rd Dusk 123rd year of Ascendancy at 14:37 see stats
			Poisonous (Nightmare (Adventure) difficulty)
			Sided with the assassin lord.By Matt Matt the Cornac Adventurer level 13
13rd Dusk 122nd year of Ascendancy at 06:44 see stats
			Savior of the damsels in distress (Nightmare (Adventure) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Matt Matt the Cornac Adventurer level 28
17th Pyre 123rd year of Ascendancy at 04:58 see stats
			Tales of the Spellblaze (Nightmare (Adventure) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.By Matt Matt the Cornac Adventurer level 25
34th Regrowth 123rd year of Ascendancy at 19:45 see stats
			That was close (Nightmare (Adventure) difficulty)
			Killed your target while having only 1 life left.By Matt Matt the Cornac Adventurer level 30
55th Dusk 123rd year of Ascendancy at 12:54 see stats
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Matt Matt the Cornac Adventurer level 7
78th Pyre 122nd year of Ascendancy at 14:20 see stats
			The Legend of Garkul (Nightmare (Adventure) difficulty)
			Learned the five chapters of the Legend of Garkul.By Matt Matt the Cornac Adventurer level 25
34th Regrowth 123rd year of Ascendancy at 19:45 see stats
			The Right thing to do (Nightmare (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Matt Matt the Cornac Adventurer level 14
6th Haze 122nd year of Ascendancy at 20:07 see stats
			The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.By Matt Matt the Cornac Adventurer level 11
1st Summertide 122nd year of Ascendancy at 08:31 see stats
			Treasure Hoarder (Nightmare (Adventure) difficulty)
			Amassed 3000 gold pieces.By Matt Matt the Cornac Adventurer level 28
17th Pyre 123rd year of Ascendancy at 04:58 see stats
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Matt Matt the Cornac Adventurer level 14
6th Haze 122nd year of Ascendancy at 20:01 see stats
			Unstoppable (Nightmare (Adventure) difficulty)
			Returned from the dead.By Matt Matt the Cornac Adventurer level 30
55th Dusk 123rd year of Ascendancy at 17:10 see stats
Log
Matt Matt misses Matt Matt.
Matt Matt misses Matt Matt.
Matt Matt resists!
Matt Matt converts some damage to Psi!
Something hits Matt Matt for (20 to ice), (28 resonance), 10 to psi, 12 cold (22 total damage).
Matt Matt misses Matt Matt.
Matt Matt misses Matt Matt.
Matt Matt shrugs off the effect 'Congeal Time'!
Matt Matt is free from the ice.
Your resonance field crumbles under the damage!
The psychic field around Matt Matt crumbles.
Matt Matt converts some damage to Psi!
Something hits Matt Matt for (14 resonance), 14 to psi, 17 cold (32 total damage).
Matt Matt converts some damage to Psi!
Something hits Matt Matt for 34 to psi, 41 physical (75 total damage).
Something performs a melee critical strike against Matt Matt!
Something performs a melee critical strike against Matt Matt!
Matt Matt is encased in ice!
A Winter Storm forms around Matt Matt.
Something performs a melee critical strike against Matt Matt!
Matt Matt converts some damage to Psi!
Something hits Matt Matt for 50 to psi, 61 physical, 127 to psi, 153 physical, 6 to psi, 7 cold, (98 to ice), 100 to psi, 121 physical (627 total damage).
Matt Matt the level 30 cornac adventurer was bludgeoned to death by Greater Mummy Lord and raised as a soulless shuffling mummy on level 3 of Elven Ruins.
Matt Matt deactivates Beyond the Flesh.
Matt Matt deactivates Volatile Poison.
Matt Matt is free from the ice.
Matt Matt recovers sight.
Matt Matt deactivates Numbing Poison.




































































































































