










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 | Insane Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | Adventurer | 
| Level / Exp | 8 / 95% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded4 / 0 | 
Primary Stats
| Strength | 22 (base 12) | 
| Dexterity | 18 (base 12) | 
| Constitution | 21 (base 12) | 
| Magic | 25 (base 17) | 
| Willpower | 22 (base 22) | 
| Cunning | 28 (base 21) | 
Resources
| Insanity | 0/100 | 
| Psi | 102/102 | 
| Life | 348/348 | 
| Stamina | 151/151 | 
| Equilibrium | 10 | 
| Healing Factor | 1.186387434555 | 
| Regeneration | 4.9593267382009 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 2 | 
Offense: Barehand
| Damage | 27 | 
| Accuracy | 27 | 
| Crit Chance | 18% | 
| APR | 5 | 
| Speed | 0.80 | 
Offense: Spell
| Spellpower | 22 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 24 | 
| Crit Chance | 18% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +8% | 
| Arcane | +6% | 
| Light | +14% | 
Offense: Damage Penetration
| Lightning | +5% | 
| Mind | +5% | 
| Arcane | +5% | 
Defense: Base
| Armour (hardiness) | 12.518179426154 (30%) | 
| Defense | 20 | 
| Ranged Defense | 20 | 
| Fatigue | 7 | 
| Physical Save | 21 | 
| Spell Save | 17 | 
| Mental Save | 18 | 
Defense: Resistances
| Arcane | + 5%( 70%) | 
| Mind | + 6%( 70%) | 
| All | 0%( 70%) | 
| Lightning | + 27%( 70%) | 
| Light | + 35%( 70%) | 
| Physical | + 3%( 70%) | 
| Cold | + 12%( 70%) | 
| Fire | + 10%( 70%) | 
| Nature | + 6%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 20 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 54 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 Constitution stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. | 
Class Talents
| Demented / Horrific body | 1.00 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Cold drake aspect | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Tentacles | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Sand drake aspect | 1.00 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Grappling | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Psi-fighting | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Wild-gift / Fungus | 1.00 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Unarmed training | 1.00 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Augmentation | 
| talent | Icy Skin | 
| talent | Beyond the Flesh | 
Quests
| You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire.Escort: lost defiler (level 3 of Trollmire) As a reward you improved Magic by +5. | done | 
| You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire.Escort: worried loremaster (level 2 of Trollmire) As a reward you improved Cunning 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 treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
Equipment
| Psionic focus |  Skullcleaver (20-28 power, 4 apr) 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 60% Wil Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. | 
| On hands |  radiant rough leather gloves (0 def, 1 armour) 1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 5 light Dmg.mod +4% light ----- def ----- Armour +1 Resists +5% light Unarmed combat: Power 7.0 - 7.7 Physical Uses 24% Wil, 64% Cun Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% On Hit: 20% Searing Light 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| On head |  rough leather hat 'Halohek' (0 def, 5 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Dex +3 Mag ----- def ----- Armour +5 Fatigue +1% Resists +9% lightning ---------- misc Infravis +2 A hat made of leather. Very stylish. | 
| Tool |  Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
| Around neck |  insulating copper amulet 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +10% cold Amulets can have magical properties. | 
| Main armor |  rough leather armour (3 def, 2 armour) 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. | 
| On feet |  Nimbuspython (4 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% lightning Melee Ret 4 temporal ----- def ----- Armour +1 Defense +4 (+2 eff.) Resists +5% arcane +6% lightning Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 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 19% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. | 
| Light source |  Summertide Phial 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
| Cloak |  Silotira the Wildripper (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +3 (+1 eff.) Apr +4 On Hit (Melee): * 10% chance to slow global speed by 42% ----- def ----- Defense +1 (+0 eff.) Resists +6% nature +12% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around waist |  Chalorim 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +6% arcane Res.pen +5% mind +5% arcane ----- def ----- Resists +6% mind Phys.save +6 (+3 eff.) A belt that goes around your waist. | 
Inventory
|  schematic: Flash Powder 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  copper ring of tenacity 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +21% Pinning- +20% Knockbk- +22% Rings can have magical properties. | 
|  elm starstaff 'Lavapanic' (10-12 power, 2 apr, light element) 5.0 T1 staff 1H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% light +9% fire Res.pen +5% fire +5% nature +10% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  acidic iron battleaxe of vileness (15.5-23.25 power, 1 apr) 3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 15.5 - 23.3 Physical Uses 72% Wil Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +7 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 13 On Crit: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 Massive two-handed battleaxes. | 
|  iron battleaxe (13-19.5 power, 1 apr) 3.0 T1 battleaxe 2H weapon [Normal] Power 13.0 - 19.5 Physical Uses 72% Wil Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. | 
|  balanced iron longsword (13-18.2 power, 2 apr) 3.0 T1 longsword 1H weapon [Ego] Master Power 13.0 - 18.2 Physical Uses 60% Wil Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +21% Sharp, long, and deadly. | 
|  balanced iron waraxe of erosion (11-15.4 power, 2 apr) 3.0 T1 waraxe 1H weapon [Ego] Nature/Master Power 11.0 - 15.4 Physical Uses 60% Wil Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +20% One-handed war axes. | 
|  Splendourprophet the mossy mindstar (3-3.3 power, 12 apr, mind damage) 3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +2 Str dps ---------- Mind.crit +1% Crit.mult +6.00% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +3% temporal +3% light +3% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  mossy mindstar of life (2.5-2.75 power, 12 apr, mind damage) 3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.70 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  Ivytha the Sunlord 4.0 T1 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit.r1 +4 light On Hit: * 20% chance to reduce all saves and defense by 17 While equipped: Stats +2 Dex ----- def ----- Resists +3% mind ---------- misc Light +1 Slings are used to hurl stones or metal shots at your foes. | 
|  cleansing rough leather armour of resilience (3 def, 2 armour) 9.0 T1 light armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +11% nature +10% blight Max.HP +21.00 A suit of armour made of leather. | 
|  linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  clarifying linen wizard hat of frost (+15%) (1 def, 0 armour) 2.0 T1 head armor [Ego] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% cold ----- def ----- Defense +1 (+0 eff.) Resists +15% cold Mind.save +5 (+3 eff.) A pointy cloth hat, very wizardly... | 
|  linen wizard hat 'Xaneriathra' (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% lightning +15% mind ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning ---------- misc Max.hate +2.00 A pointy cloth hat, very wizardly... | 
|  Frozenpride (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +6% blight Res.pen +5% cold Melee Ret 2 cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. | 
|  Ravenworm (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +4 Con dps ---------- Res.pen +25% darkness Melee Ret 2 darkness ----- def ----- Armour +1 Fatigue +1% Crit.dmg- 5.00% A cap made of leather. | 
|  2 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  2 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  4 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  Ulovon the Hailmarrow 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.pwr +10 (+5 eff.) Res.pen +5% mind +5% cold ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Hate/m.crit +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  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. | 
|  Nerudhera the iron pickaxe (dig speed 29 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Dmg.mod +15% mind Acc +4 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  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. | 
|  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. | 
|  elm wand of lightning storm [power 110]  (15 cooldown) 2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total 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. | 
Achievements
 The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Mattyroo the Cornac Adventurer level 7
78th Pyre 122nd year of Ascendancy at 17:02 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 13 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 42 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 3 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 13 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 32 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 32 turns (stop reason: at exit).
Mattyroo deactivates Augmentation.
Mattyroo deactivates Icy Skin.
Mattyroo deactivates Beyond the Flesh.











































