












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
 Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. QuickTome: Remove Stat Requirements 1.5.5 QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: 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 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Adventure | 
| Sex | Male | 
| Race | Doomelf | 
| Class | Arcane Blade | 
| Level / Exp | 50 / 2369% | 
| Size | medium | 
| Lifes / Deaths | Killed by shadow at level 21 on the 35th Dusk 122nd year of Ascendancy at 18:39 2 / 5Killed by Xeraseta the shadowblade at level 24 on the 50th Dusk 122nd year of Ascendancy at 13:06 Killed by Poraldathra the patchwork troll at level 36 on the 52nd Haze 122nd year of Ascendancy at 11:36 Killed by Isiserin the blinkwyrm at level 49 on the 3rd Allure 123rd year of Ascendancy at 14:41 Killed by Argoniel at level 50 on the 27th Regrowth 123rd year of Ascendancy at 23:57  | 
Primary Stats
| Strength | 52 (base 13) | 
| Dexterity | 97 (base 60) | 
| Constitution | 45 (base 20) | 
| Magic | 131 (base 60) | 
| Willpower | 55 (base 31) | 
| Cunning | 114 (base 60) | 
Resources
| Life | 1450/1450 | 
| Mana | 485/485 | 
| Stamina | 314/340 | 
| Healing Factor | 2.0311689881046 | 
| Regeneration | 40.724938211497 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +31.20512205326% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 11 | 
| Infravision | 5 | 
| See Stealth | 50.654562733366 | 
| See Invisible | 70.654562733366 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 101 | 
| Accuracy | 94 | 
| Crit Chance | 69% | 
| APR | 45 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 96 | 
| Crit Chance | 92% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 56 | 
| Crit Chance | 35% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +22% | 
| Lightning | +130% | 
| Darkness | +38% | 
| Cold | +36% | 
| Blight | +26% | 
| Physical | +24% | 
| Fire | +33% | 
| All | +14% | 
Offense: Damage Penetration
| Lightning | +95% | 
| Nature | +50% | 
| Darkness | +65% | 
| Fire | +55% | 
| Cold | +50% | 
| All | +40% | 
Defense: Base
| Armour (hardiness) | 73.476630817798 (50.65183292883%) | 
| Defense | 84 | 
| Ranged Defense | 91 | 
| Fatigue | 0 | 
| Physical Save | 49 | 
| Spell Save | 42 | 
| Mental Save | 40 | 
Defense: Resistances
| Acid | + 34%( 70%) | 
| Blight | + 37%( 70%) | 
| Arcane | + 32%( 70%) | 
| Cold | + 42%( 70%) | 
| All | + 28%( 70%) | 
| Darkness | + 46%( 70%) | 
| Light | + 32%( 70%) | 
| Temporal | + 33%( 70%) | 
| Physical | + 37%( 70%) | 
| Lightning | + 70%( 70%) | 
| Fire | + 49%( 70%) | 
| Nature | + 65%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Pinning Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Silence Resistance | 50% | 
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 1271 damage for 6 turns. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 335 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 15 up to 6 times. Its effects scale with your Cunning stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 914% 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 Cunning stat.  | 
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness.  | 
Class Talents
| Spell / Air | 1.30 | 
  | 5/5 | 
  | 3/5 | 
  | 5/5 | 
  | 4/5 | 
| Spell / Enhancement | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 2/5 | 
  | 5/5 | 
| Technique / Magical combat | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
| Technique / Two-handed assault | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Spell / Earth | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
  | 4/5 | 
| Spell / Fire | 1.40 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat techniques | 1.00 | 
  | 3/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
| Spell / Staff combat | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Spell / Aegis | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 2/5 | 
  | 1/5 | 
| Race / Doomelf | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
| Technique / Combat training | 1.00 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Conveyance | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Arcane Feed | 
| talent | Arcane Combat | 
| talent | Chant of Fortress | 
| talent | Thunderstorm | 
| talent | Corruption of the Doomed | 
| talent | Stone Skin | 
| talent | Feather Wind | 
| talent | Shock Hands | 
| talent | Arcane Shield | 
| talent | Shielding | 
| talent | Defensive Posture | 
| beneficial effect | The target's accuracy is improved by 100. Perfect Accuracy | 
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn 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 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 grave | active | 
You do not remember much of your life before you were on this burning continent, floating in the void between worlds.  You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now!  | done | 
You have 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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city.  | active | 
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor.  | done | 
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders...  | active | 
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)).  | done | 
You failed to protect the lost defiler from death by Galsa's Temporal Clone. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed | 
You failed to protect the lost defiler from death by Polelrada the barrow wight. Escort: lost defiler (level 6 of Dreadfell) | failed | 
You failed to protect the lost defiler from death by Galsa. Escort: lost defiler (level 8 of Dreadfell) | failed | 
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)).  | done | 
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5.  | done | 
You failed to protect the repented thief from death by Silibrethra the snow giant thunderer. Escort: repented thief (level 2 of Daikara) | failed | 
You failed to protect the worried loremaster from death by Yvona the orc assassin. Escort: worried loremaster (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 ApotheosisSeek 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 treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee!  | done | 
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there.  | 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 Horned Horror. * 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 OrcFind 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 KnowledgeYou should bring it to the jeweler in the Gates of Morning.  | active | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2379.  | 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 | 
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon 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 | 
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. 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.  | done | 
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 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!  | done | 
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere 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 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 within | active | 
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 |  Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 42 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it.  | 
| Light source |  dwarven lantern 'Mubar'1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) Res.pen +15% all Apr +15 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Phys.save +12 (+4 eff.) Heal.mod +25% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
| On head |  elven-silk wizard hat 'Rainwinnow' (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Nature While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +18% lightning +15% cold Res.pen +20% lightning +10% cold Melee Ret 4 cold ----- def ----- Defense +3 (+1 eff.) Resists +41% lightning +7% temporal +6% light +8% fire +8% nature +8% acid +7% blight +19% cold +7% darkness ---------- misc Mana/turn +2.30 Mana/ret +2.80 Max.mana +91.00 Manaflow: Puts all charms on 34 cooldown Level 2.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 19 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly...  | 
| Tool |  steel torque of clear mind 'Glorabeth' [power 2]  (21 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +10 (+3 eff.) Acc +25 (+5 eff.) ----- def ----- Defense +20 (+4 eff.) ---------- misc Max.stam +20.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to reduce fatigue by 31% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
| On fingers |  stralite quartz ring0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag +2 Wil +6 Cun dps ---------- Phys.pwr +25 (+7 eff.) Spell.pwr +38 (+7 eff.) Mind.pwr +24 (+7 eff.) Dmg.mod +7% all Res.pen +10% nature ----- def ----- Resists +12% nature Stun/Frz- +30% ---------- misc Light +2 Rings make your fingers look great!  | 
| On fingers |  Olukhad0.1 T5 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +5 Dex +10 Mag +10 Wil +4 Cun dps ---------- Spell.pwr +15 (+3 eff.) ----- def ----- Crit.dmg- 15.66% Max.HP +93.00 HP.reg +17.00 Heal.mod +17% Silence- +50% ---------- misc Mana/turn +0.38 Rings make your fingers look great!  | 
| Around waist |  Grinerain the drakeskin leather belt1.0 T5 belt armor [Rare] Nature While equipped: ----- def ----- Armour +8 Resists +21% fire +5% arcane +12% nature Crit.dmg- 15.80% Die.at -84.29 life Max.HP +105.36 HP.reg +2.80 Heal.mod +26% A belt that goes around your waist.  | 
| In main hand |  Tempesttorrent (136% power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Mag +10 Cun +10 Con dps ---------- Spell.crit +20% Crit.mult +77.00% Spell.pwr +23 (+5 eff.) Melee+ 32 fire Dmg.mod +30% lightning Res.pen +10% lightning ---------- misc N.En/turn +0.20 Vim/s.crit +7.00 Max.vim +47.00 Max.N.En +50.00 See.Invis +20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
| 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% Dex, 40% Str, 40% Cun 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.  | 
| Main armor |  silk robe 'Thunderwreck' (0 def, 0 armour)2.0 T4 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +35% lightning +9% darkness Res.pen +25% lightning +15% fire +25% darkness ----- def ----- Resists +51% lightning +18% darkness +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
| Cloak |  Umbralady the cashmere cloak (2 def, 12 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +15% darkness ----- def ----- Armour +12 Defense +2 (+0 eff.) Resists +6% blight +20% nature Phys.save +8 (+3 eff.) Max.HP +118.00 Heal.mod +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  Flashcast0.1 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag dps ---------- Spell.crit +6% Crit.mult +31.00% Spell.pwr +17 (+4 eff.) Dmg.mod +22% lightning +12% blight +19% fire +7% cold +8% acid Acc +6 (+2 eff.) Apr +17 Melee Ret 6 lightning ----- def ----- Resists +12% lightning Amulets make your neck look great!  | 
Inventory
 movement infusion of the psychic (speed 667%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 667% 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. Press to compare to your current inscriptions  | 
 wild infusion of the psychic (res 30%; magical, physical; dur 3; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. 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.  | 
 blink rune (range 7; phase 20; cd 14)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 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 20%, your defense is increased by 20 and all your resistances by 20%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Prismatic Rune (6 turns; lightning, temporal, light, physical, mind, arcane)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 lightning, 5 temporal, 5 light, 4 physical, 4 mind, 3 arcane 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 of the duelist (damage 321; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 321.35 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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.  | 
 manasurge rune of the sneak (regen 1486% over 10 turns; mana 74; 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 Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1486% for 10 turns (531 total) and instantly restoring 74 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shatter afflictions rune of the sneak (absorb 258; cd 12)0.1 rune scroll [Ego] Arcane 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 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 4 turns and blocking 258 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. 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  | 
 shatter afflictions rune of the sneak (absorb 258; 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 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 4 turns and blocking 258 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. 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  | 
 shielding rune of the duelist (absorb 1044; dur 6; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 1044 damage for 6 turns. 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.  | 
 shielding rune of the psychic (absorb 848; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 848 damage for 4 turns. 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.  | 
 shielding rune of the sneak (absorb 1064; dur 6; cd 17)0.1 rune scroll [Ego] 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 create a protective shield absorbing at most 1064 damage for 6 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune of the sneak (absorb 985; dur 6; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 985 damage for 6 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Sealed Scroll of Last Hope0.1 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 Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-4 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.  | 
 Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 25 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 30 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders.  | 
 Zemekkys' Broken Hourglass0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 1.0 Pwr.cost 42 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped.  | 
 savior's voratun amulet of vision0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Phys.save +24 (+8 eff.) Spell.save +21 (+7 eff.) Mind.save +19 (+6 eff.) Blind- +37% ---------- misc Infravis +8 Sight +2 See.Invis +11 Amulets make your neck look great!  | 
 voratun amulet0.1 T5 amulet jewelry [Normal] Amulets make your neck look great!  | 
 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 4 tidal wave that expands slowly over 7 turns, dealing 20.78 cold and 18.94 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch.  | 
 Elemental Fury0.1 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.  | 
 marksman's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great!  | 
 Kindlewilder the stralite ring =shrug=0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +22 Cun +7 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +18% fire ----- def ----- Resists +21% fire Crit.dmg- 15.00% Rings make your fingers look great!  | 
 stralite ring of life0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +58.00 HP.reg +9.00 Heal.mod +11% Rings make your fingers look great!  | 
 Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+14 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue.  | 
 Layuthra0.1 T5 ring jewelry [Rare] Master While equipped: Stats +10 Dex dps ---------- Acc +20 (+4 eff.) ----- def ----- Armour +21 Resists +21% blight +20% mind Phys.save +24 (+8 eff.) Die.at -104.61 life Cut- +26% Stun/Frz- +26% Rings make your fingers look great!  | 
 Poxgasher0.1 T5 ring jewelry [Random Unique] Arcane/Nature While equipped: dps ---------- Dmg.mod +18% lightning +9% nature Res.pen +10% lightning Melee Ret 8 lightning ----- def ----- Resists +28% acid +25% fire +30% cold +6% nature +47% lightning Max.HP +62.00 HP.reg +17.00 Heal.mod +17% Rings make your fingers look great!  | 
 Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind.  | 
 Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +10 Dex +15 Mag +15 Wil dps ---------- Spell.pwr +23 (+5 eff.) Dmg.mod +15% lightning Res.pen +10% lightning Acc +20 (+4 eff.) Melee Ret 8 lightning ----- def ----- Resists +3% blight +9% cold 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. Uses 1 power out of 1/1 "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?  | 
 savage's voratun ring of power0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +15 (+4 eff.) ----- def ----- Spell.save +13 (+4 eff.) ---------- misc Max.stam +23.00 Rings make your fingers look great!  | 
 savior's voratun ring of speed0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +19% Acc +9 (+2 eff.) ----- def ----- Defense +12 (+2 eff.) Phys.save +13 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +11 (+3 eff.) Blinding Speed: Puts all charms on 34 cooldown Level 2.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great!  | 
 voratun bloodstone ring0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +4 Con dps ---------- Acc +14 (+3 eff.) Apr +16 ----- def ----- Defense +16 (+3 eff.) Spell.save +18 (+6 eff.) Stun/Frz- +60% ---------- misc Max.stam +30.00 Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great!  | 
 wizard's voratun ring of warding0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +8 Mag ----- def ----- Resists +26% acid +23% fire +24% lightning +29% cold Spell.save +16 (+5 eff.) Rings make your fingers look great!  | 
 Awakened Staff of Absorption (172% power, 60 apr, arcane 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 166 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."  | 
 Burnterror the dragonbone magestaff (136% power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +13.0% Spell.crit +5% Crit.mult +50.00% Spell.pwr +39 (+7 eff.) Melee+ 45 arcane 35 fire Dmg.mod +3% blight +9% fire +33% arcane ----- def ----- Resists +3% darkness Blind- +20% Stun/Frz- +10% ---------- misc Mana/turn +0.40 Max.mana +280.00 Max.P.En +10.00 Max.N.En +10.00 See.Invis +17 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 magewarrior's short dragonbone vilestaff of channeling (136% power, 6 apr, blight element)5.0 T5 staff 1H weapon [Ego++] 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 +9.0% Spell.crit +9% Phys.pwr +15 (+4 eff.) Spell.pwr +43 (+8 eff.) Dmg.mod +30% blight Acc +15 (+3 eff.) ---------- misc Mana/turn +0.57 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 25 cooldown Staves designed for wielders of magic, by the greats of the art.  | 
 Gonne the Glimmermonster (177% power, 4 apr)5.0 T5 greatmaul 2H weapon [Rare] Nature Power 177% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +27 temporal On Crit.r2 +16 light On Hit: * 27% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +20 Con +21 Wil dps ---------- Dmg.mod +27% cold +12% temporal Res.pen +34% lightning +34% light Melee Ret 8 lightning ----- def ----- Resists +12% light Max.HP +154.00 Massive two-handed mauls.  | 
 arcing orichalcum trident of rage (165% power, 16 apr)3.0 T5 trident 2H weapon [Ego+] Arcane/Master Power 165% 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% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 145 damage While equipped: Stats +16 Str dps ---------- Dmg.mod +20% physical Acc +35 (+7 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly.  | 
 arcing voratun longsword of evisceration (153% power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Arcane/Master Power 153% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 145 damage On Crit: * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +15 (+4 eff.) Sharp, long, and deadly.  | 
 manaburning voratun longsword (154% power, 6 apr)3.0 T5 longsword 1H weapon [Ego] Disrupt Power 154% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 24 arcane resource burn Sharp, long, and deadly.  | 
 voratun longsword of evisceration (152% power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Master Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +14 (+4 eff.) Sharp, long, and deadly.  | 
 balanced voratun mace of erosion (156% power, 6 apr)3.0 T5 mace 1H weapon [Ego] Nature/Master Power 156% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +17 nature While equipped: dps ---------- Acc +15 (+3 eff.) ----- def ----- Defense +11 (+2 eff.) Disarm- +50% Blunt and deadly.  | 
 chilling voratun waraxe of projection (150% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane/Psionic Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +30 cold On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) One-handed war axes.  | 
 Daybiter the living mindstar (113% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Rare] Nature Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +27 darkness +27 blight On Hit.r1 +27 darkness +27 light On Crit.r2 +27 arcane +27 light While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +8% nature Res.pen +10% nature +34% blight ----- def ----- Resists +10% nature +7% arcane ---------- misc Light +4 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.  | 
 Issadig the Shadegrit (115% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +24 light On Crit.r2 +27 lightning +12 fire While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +9% light Res.pen +20% darkness Melee Ret 14 lightning ----- def ----- Resists +21% light +24% darkness Mind.save +9 (+3 eff.) ---------- misc Max.psi +40.00 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.  | 
 Skeletal Claw (167% power, 8 apr)3.0 T5 whip 1H weapon [Unique] Arcane Power 167% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +9.0% Atk.spd 125% Melee+ +30 bleed On Crit.r2 +50 bleed On Hit: 10% Bone Grab 3 On Hit: 20% Bone Spear 4 While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Phys.spd +10% ----- def ----- Defense +12 (+2 eff.) ---------- misc Masteries +0.25 Corruption/Bone On Spell Hit: 10% Bone Spear 4 Bone Nova: Level 4.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 238.12 physical damage, and inflicting bleeding for another 119.06 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other.  | 
 Storm Fury4.0 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 171 to 342 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.  | 
 deadly pouch of voratun shots of disruption (21/21, 179% power, 6 apr)3.0 T5 shot ammo [Ego+] Disrupt/Master Power 179% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 Against +25% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Shots are used with slings to pummel your foes to death.  | 
 reinforced voratun shield of temporal resistance (+20%) (0 def, 20 armour, 288.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On Melee Ret: * 35% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +20 Fatigue +8% Resists +20% temporal ---------- misc Talents +1 Block Handheld deflection devices.  | 
 scouring voratun shield of shrapnel (0 def, 10 armour, 191 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Disrupt/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +7 Con dps ---------- Melee+ 24 acid 24 nature On shield block: * Cause enemies within radius 6 to bleed for 257 physical damage over 5 turns (1/turn) On Hit (Melee): * 25 arcane resource burn On Melee Ret: * 14 arcane resource burn ----- def ----- Armour +10 Fatigue +8% Resists +19% acid +18% nature ---------- misc Talents +1 Block Handheld deflection devices.  | 
 voratun shield of earthen fury (0 def, 21 armour, 201.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +21 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices.  | 
 Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun 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 (+6 eff.) Mind.save +15 (+5 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.  | 
 The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary.  | 
 Blazepride (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: dps ---------- Spell.crit +11% Spell.pwr +26 (+5 eff.) Dmg.mod +30% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +45% lightning +9% darkness +18% blight +6% fire +9% light +15% all Spell.save +9 (+3 eff.) Max.HP +90.00 HP.reg +5.60 Heal.mod +30% ---------- misc Mana/turn +0.21 Max.mana +71.00 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Radiancestun (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun dps ---------- Spell.crit +10% Mind.crit +5% Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +20% arcane +22% mind +40% light +30% darkness Res.pen +15% blight +30% temporal +16% mind Melee Ret 2 blight On Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 38 * 27% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% light +15% all ---------- misc Psi/turn +0.88 Max.mana +110.00 Max.psi +39.00 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 elven-silk robe 'Blindbearer' (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +9 Cun +10 Mag dps ---------- Mind.crit +3% Crit.mult +40.00% Dmg.mod +6% mind +30% temporal +30% light +29% physical Res.pen +13% temporal +20% light +15% physical Melee Ret 2 mind ----- def ----- Resists +45% light +15% all Anom.red +14 ---------- misc Hate/m.crit +4.00 Psi/m.crit +5.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 spellwoven elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +5 (+1 eff.) Dmg.mod +17% acid +21% physical +24% fire +25% cold ----- def ----- Resists +20% acid +20% physical +20% fire +20% cold +15% all Spell.save +30 (+10 eff.) ---------- misc Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Duathelmire (58 def, 18 armour)9.0 T5 light armor [Rare] Master While equipped: Stats +10 Cun +10 Dex dps ---------- On Hit (Melee): * 27% chance to reduce damage dealt by 27% ----- def ----- Armour +18 Defense +58 (+12 eff.) Fatigue +8% Resists +12% acid +27% light +12% blight +27% cold +12% lightning +15% fire Mind.save +21 (+7 eff.) Knockbk- +27% A suit of armour made of leather.  | 
 drakeskin leather armour of the hero  (20 def, 8 armour)9.0 T5 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +9 Str +9 Dex +9 Mag +9 Wil +9 Cun ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Max.HP +70.00 A suit of armour made of leather.  | 
 rejuvenating voratun mail armour of natural resilience (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +20% nature +20% blight D.Red.from +15% Unnatural HP.reg +8.00 ---------- misc Stam/turn +2.20 A suit of armour made of mail.  | 
 enlightening voratun plate armour of acid resistance (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Master/Psionic While equipped: Stats +8 Cun +9 Wil ----- def ----- Armour +16 Fatigue +22% Resists +30% acid Mind.save +25 (+8 eff.) A suit of armour made of metal plates.  | 
 impenetrable voratun plate armour of acid resistance (0 def, 30 armour)17.0 T5 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +30 Fatigue +22% Resists +30% acid A suit of armour made of metal plates.  | 
 Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it.  | 
 Lightning Catcher1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it.  | 
 drakeskin leather belt 'Emidavea'1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +5 (+2 eff.) Against +35% Summoned ----- def ----- Armour +6 Fatigue -9% Resists +6% lightning +1% physical D.Red.from +41% Summoned Knockbk- +20% ---------- misc Max.enc +32 Max.stam +20.00 A belt that goes around your waist.  | 
 Faledig (22 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature While equipped: Stats +8 Dex dps ---------- Dmg.mod +3% physical ----- def ----- Defense +22 (+4 eff.) Resists +9% acid +25% light +32% fire +10% cold +9% lightning Stealth +15 Max.HP +58.00 ---------- misc Stam/turn +3.16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 elven-silk cloak 'Gloryrialaith' (3 def, 0 armour)2.0 T5 cloak armor [Rare] Nature While equipped: Stats +4 Str +9 Dex +3 Mag dps ---------- Res.pen +20% blight On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 38 ----- def ----- Defense +3 (+1 eff.) Crit.dmg- 15.00% Max.HP +43.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc See.Invis +24 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 292 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 20 power out of 24/24 A wispy purple aura surrounds these translucent black boots.  | 
 pair of drakeskin leather boots of disengagement (0 def, 5 armour)2.0 T5 feet armor [Ego+] Master While equipped: Stats +4 Cun +4 Dex ----- def ----- Armour +5 Disengage: Puts all charms on 13 cooldown Level 1.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather.  | 
 Zubekira (39 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +7 Con dps ---------- Res.pen +33% mind Acc +39 (+8 eff.) Apr +8 ----- def ----- Armour +5 Defense +39 (+8 eff.) Fatigue +4% Die.at -80.00 life HP.reg +9.00 Heal.mod +20% ---------- misc Psi/ret +0.20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 miner's pair of voratun boots of spellbinding (0 def, 14 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +6 Mag ----- def ----- Armour +14 Fatigue +4% ---------- misc Spell.cld 10% Infravis +3 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 +25 (+8 eff.) Mind.save +21 (+7 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 drakeskin leather gloves 'Balagund' (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +9 Cun +9 Dex dps ---------- Phys.crit +13.0% Spell.crit +26% Mind.crit +16% Crit.mult +11.00% Spell.pwr +9 (+2 eff.) Dmg.mod +6% acid +3% mind Acc +9 (+2 eff.) Apr +13 ----- def ----- Armour +3 Resists +15% acid ---------- misc Mana/turn +0.27 Hate/m.crit +3.00 Unarmed combat: Power 137% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +10 Apr +14 Crit +14.0% Atk.spd 100% Melee+ +13 arcane On Hit: 15% Perfect Strike 5 On Hit: 10% Elemental Bolt 5 On Crit: 20% Cripple 5 Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 drakeskin leather gloves 'Galuldil' (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +11 Str +5 Dex +8 Mag +10 Wil +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +31 (+6 eff.) Melee+ 20 light 13 arcane Dmg.mod +11% light +9% arcane ----- def ----- Armour +3 Resists +15% light +9% arcane Phys.save +13 (+4 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 134% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +13 Apr +5 Crit +18.0% Atk.spd 100% Melee+ +17 arcane On Hit: 10% Set Up 5 On Hit: 10% Manathrust 3 On Hit: 20% Searing Light 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 126% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic.  | 
 Blastwrither the voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +18% lightning Res.pen +26% lightning Acc +25 (+5 eff.) On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 38 * 21% chance to reduce damage dealt by 27% ----- def ----- Armour +3 Fatigue +5% Resists +32% lightning +32% fire +6% darkness Unarmed combat: Power 134% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +13 Apr +15 Crit +22.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm.  | 
 insulating elven-silk wizard hat of knowledge (3 def, 0 armour)2.0 T5 head armor [Ego+] Nature/Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) Resists +15% fire +12% cold A pointy cloth hat, very wizardly...  | 
 psion's elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +20% mind ----- def ----- Defense +3 (+1 eff.) Resists +20% mind Phys.save +13 (+4 eff.) Mind.save +19 (+6 eff.) ---------- misc Max.psi +40.00 A pointy cloth hat, very wizardly...  | 
 drakeskin leather cap 'Snowsmasher' (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +11 Str +6 Wil +6 Con dps ---------- Dmg.mod +12% light +6% cold Res.pen +29% arcane Melee Ret 4 cold ----- def ----- Armour +5 Fatigue +5% Resists +15% nature +24% cold Phys.save +14 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +26 (+8 eff.) Max.HP +110.00 Heal.mod +20% ---------- misc Light +2 Battle Cry: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather.  | 
 thaloren drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +10 Wil ----- def ----- Armour +5 Fatigue +5% Resists +11% blight Mind.save +13 (+4 eff.) A cap made of leather.  | 
 Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell.  | 
 Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +10 (+2 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption.  | 
 champion's voratun helm of constitution (+6) (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Str +5 Wil +9 Con ----- def ----- Armour +5 Fatigue +5% Mind.save +14 (+4 eff.) ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 defender's voratun helm of blood magic (8 def, 14 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.crit +4% Dmg.mod +20% blight +20% arcane ----- def ----- Armour +14 Defense +8 (+2 eff.) Fatigue +5% Resists +7% all Phys.save +15 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 11 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.  | 
 13 lapis lazuli0.0 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.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 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.  | 
 5 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.  | 
 5 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 7 turquoise0.0 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.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Crystal Focus0.0 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.  | 
 11 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 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.  | 
 5 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.  | 
 5 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.  | 
 Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 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.  | 
 6 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.  | 
 Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals.  | 
 6 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.  | 
 15 moonstone0.0 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.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 12 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 Pearl of Life and Death2.0 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.  | 
 3 amber0.0 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 Summertide Phial1.0 T1 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.(112 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide.  | 
 ethereal dwarven lantern0.0 T5 lite [Ego+] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +17 (+4 eff.) ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
 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.  | 
 Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power.  | 
 Glowstoker (dig speed 24 turns) =lightning pen=3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% light Res.pen +10% light +20% lightning Melee Ret 4 light ----- def ----- Resists +12% light +12% lightning ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Oleredor the dwarven-steel pickaxe (dig speed 10 turns)3.0 T3 digger tool [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +12% mind +7% fire On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Resists +9% lightning +10% darkness +5% arcane Affinity +15% darkness Mind.save +6 (+2 eff.) ---------- misc Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Berigadan the Frigidhue (dig speed 5 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +24% darkness +6% cold Res.pen +16% physical On Hit (Melee): * 10% chance to reduce armor by 49% ----- def ----- Resists +15% cold Max.HP +40.00 ---------- misc Max.stam +30.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Willowbender (dig speed 9 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +4 Cun +7 Str dps ---------- Dmg.mod +12% nature Acc +8 (+2 eff.) ----- def ----- Armour +8 Defense +22 (+4 eff.) Fatigue -8% Resists +6% blight +9% physical HP.reg +2.00 Heal.mod +10% Poison- +20% ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 voratun pickaxe 'Barkglamour' (dig speed 21 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +8 Str +4 Dex dps ---------- Phys.crit +9.0% Crit.mult +27.20% Dmg.mod +33% acid Res.pen +34% cold +34% physical On Hit (Melee): * 27% chance to slow global speed by 61% ----- def ----- Fatigue -10% Resists +12% acid Phys.save +12 (+4 eff.) ---------- misc Stam/turn +4.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 voratun pickaxe of Reknor (dig speed 11 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Resists +10% darkness +10% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +16% Phys.spd -12% Spell.spd -12% Mind.spd -12% Dmg.mod +15% temporal ----- def ----- Resists +12% all +15% temporal Dmg.red +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 17 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you.  | 
 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 Communication Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth.  | 
 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 Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it.  | 
 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 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 Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 168 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.  | 
 yew totem of thorny skin 'Belotta' [power 47]  (17 cooldown) =arcane pen=2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +27% blight Res.pen +25% arcane Phasing +30% ----- def ----- Die.at -80.00 life Confus- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc See.Invis +12 Harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power.  | 
 Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies.  | 
 dragonbone totem of thorny skin 'Falolarin' [power 84]  (17 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Melee Ret 4 blight ----- def ----- Defense +15 (+3 eff.) Resists +12% nature +15% mind +5% arcane +9% light Phys.save +12 (+4 eff.) Max.HP +104.40 Harden the skin for 7 turns increasing armour by 84 and armour hardiness by 70% Puts all charms on 17 cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power.  | 
 elven-wood wand of conjuration 'Blazebait' [power 305]  (13 cooldown) =lightning pen=2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +20% lightning ----- def ----- Defense +10 (+2 eff.) Resists +1% physical +3% mind +3% fire Cut- +20% Fire a magical bolt dealing 415 cold damage Puts all charms on 13 cooldown 100% to heal for 63. 100% to increase all damage penetration by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere.  | 
 Forbidden Tome: "Home, Horrific Home"2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace.  | 
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 (Insane (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.By Galsa the Doomelf Arcane Blade level 35
48th Haze 122nd year of Ascendancy at 00:46 see stats
			A different point of view (Insane (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Galsa the Doomelf Arcane Blade level 50
14th Regrowth 123rd year of Ascendancy at 23:30 see stats
			Against all odds (Insane (Adventure) difficulty)
			Killed Ukruk in the ambush.By Galsa the Doomelf Arcane Blade level 34
47th Haze 122nd year of Ascendancy at 19:45 see stats
			Are you out of your mind?! (Insane (Adventure) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Galsa the Doomelf Arcane Blade level 40
61st Haze 122nd year of Ascendancy at 13:43 see stats
			Bookception! (Insane (Adventure) difficulty)
			Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Galsa the Doomelf Arcane Blade level 50
19th Regrowth 123rd year of Ascendancy at 02:02 see stats
			Brave new world (Insane (Adventure) difficulty)
			Went to the Far East and took part in the war.By Galsa the Doomelf Arcane Blade level 39
59th Haze 122nd year of Ascendancy at 16:34 see stats
			Bringer of Doom (Insane (Adventure) difficulty)
			Killed a Bringer of Doom.By Galsa the Doomelf Arcane Blade level 29
69th Dusk 122nd year of Ascendancy at 16:14 see stats
			Destroyer's bane (Insane (Adventure) difficulty)
			Killed Golbug the Destroyer.By Galsa the Doomelf Arcane Blade level 37
57th Haze 122nd year of Ascendancy at 04:13 see stats
			Dragon's Greed (Insane (Adventure) difficulty)
			Amassed 8000 gold pieces.By Galsa the Doomelf Arcane Blade level 35
49th Haze 122nd year of Ascendancy at 17:56 see stats
			Earth Master (Insane (Adventure) difficulty)
			Killed Harkor'Zun.By Galsa the Doomelf Arcane Blade level 29
69th Dusk 122nd year of Ascendancy at 19:48 see stats
			Evil denied (Insane (Adventure) difficulty)
			Won ToME by preventing the Void portal from opening.By Galsa the Doomelf Arcane Blade level 50
28th Regrowth 123rd year of Ascendancy at 01:32 see stats
			Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.By Galsa the Doomelf Arcane Blade level 23
47th Dusk 122nd year of Ascendancy at 15:26 see stats
			Eye of the storm (Insane (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Galsa the Doomelf Arcane Blade level 30
15th Haze 122nd year of Ascendancy at 23:06 see stats
			Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!By Galsa the Doomelf Arcane Blade level 36
50th Haze 122nd year of Ascendancy at 14:50 see stats
			Fear of Fours (Insane (Adventure) difficulty)
			Killed all four bosses of the Slime Tunnels.By Galsa the Doomelf Arcane Blade level 50
24th Regrowth 123rd year of Ascendancy at 06:00 see stats
			Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
			Escaped the Searing Halls.By Galsa the Doomelf Arcane Blade level 6
78th Pyre 122nd year of Ascendancy at 00:17 see stats
			Home sweet home (Insane (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Galsa the Doomelf Arcane Blade level 37
55th Haze 122nd year of Ascendancy at 05:27 see stats
			I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Galsa the Doomelf Arcane Blade level 41
61st Haze 122nd year of Ascendancy at 22:27 see stats
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Galsa the Doomelf Arcane Blade level 10
4th Mirth 122nd year of Ascendancy at 11:56 see stats
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Galsa the Doomelf Arcane Blade level 20
4th Dusk 122nd year of Ascendancy at 18:38 see stats
			Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.By Galsa the Doomelf Arcane Blade level 30
70th Dusk 122nd year of Ascendancy at 16:18 see stats
			Level 40 (Insane (Adventure) difficulty)
			Got a character to level 40.By Galsa the Doomelf Arcane Blade level 40
61st Haze 122nd year of Ascendancy at 04:31 see stats
			Level 50 (Insane (Adventure) difficulty)
			Got a character to level 50.By Galsa the Doomelf Arcane Blade level 50
4th Allure 123rd year of Ascendancy at 00:38 see stats
			Once bitten, twice shy (Insane (Adventure) difficulty)
			Escaped the Anteroom of Agony.By Galsa the Doomelf Arcane Blade level 27
57th Dusk 122nd year of Ascendancy at 03:51 see stats
			Orcrist (Insane (Adventure) difficulty)
			Killed the leaders of the Orc Pride.By Galsa the Doomelf Arcane Blade level 50
21st Regrowth 123rd year of Ascendancy at 22:59 see stats
			Overpowered! (Insane (Adventure) difficulty)
			Did over 6000 damage in one attack.By Galsa the Doomelf Arcane Blade level 45
79th Haze 122nd year of Ascendancy at 01:49 see stats
			Poisonous (Insane (Adventure) difficulty)
			Sided with the assassin lord.By Galsa the Doomelf Arcane Blade level 27
60th Dusk 122nd year of Ascendancy at 00:04 see stats
			Race through fire (Insane (Adventure) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Galsa the Doomelf Arcane Blade level 49
6th Decay 122nd year of Ascendancy at 04:11 see stats
			Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.By Galsa the Doomelf Arcane Blade level 25
53rd Dusk 122nd year of Ascendancy at 03:51 see stats
			Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.By Galsa the Doomelf Arcane Blade level 20
33rd Dusk 122nd year of Ascendancy at 07:06 see stats
			Sliders (Insane (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.By Galsa the Doomelf Arcane Blade level 38
57th Haze 122nd year of Ascendancy at 21:34 see stats
			Tactical master (Insane (Adventure) difficulty)
			Fought the two Sorcerers without closing any invocation portals.By Galsa the Doomelf Arcane Blade level 50
28th Regrowth 123rd year of Ascendancy at 01:31 see stats
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Galsa the Doomelf Arcane Blade level 10
4th Mirth 122nd year of Ascendancy at 15:59 see stats
			The Legend of Garkul (Insane (Adventure) difficulty)
			Learned the five chapters of the Legend of Garkul.By Galsa the Doomelf Arcane Blade level 50
8th Allure 123rd year of Ascendancy at 03:28 see stats
			The bigger the better! (Insane (Adventure) difficulty)
			Did over 3000 damage in one attack.By Galsa the Doomelf Arcane Blade level 30
15th Haze 122nd year of Ascendancy at 08:10 see stats
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By Galsa the Doomelf Arcane Blade level 10
6th Mirth 122nd year of Ascendancy at 12:59 see stats
			There and back again (Insane (Adventure) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Galsa the Doomelf Arcane Blade level 42
63rd Haze 122nd year of Ascendancy at 17:16 see stats
			Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.By Galsa the Doomelf Arcane Blade level 24
52nd Dusk 122nd year of Ascendancy at 23:21 see stats
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Galsa the Doomelf Arcane Blade level 14
6th Flare 122nd year of Ascendancy at 01:18 see stats
			Vampire crusher (Insane (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Galsa the Doomelf Arcane Blade level 34
47th Haze 122nd year of Ascendancy at 08:55 see stats
			You were not supposed to see that! (Insane (Adventure) difficulty)
			Read a Forbidden Tome.By Galsa the Doomelf Arcane Blade level 50
17th Regrowth 123rd year of Ascendancy at 19:07 see stats
Log
Today is the 28th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:30.
Galsa uses Perfect Strike.
Galsa aims carefully.
Resting starts...
Galsa aims less carefully.
Talent Perfect Strike is ready to use.
Rested for 32 turns (stop reason: all resources and life at maximum).
Galsa uses Perfect Strike.
Galsa aims carefully.
The furious lightning storm around Galsa calms down and disappears.



































































































































































