
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 | 
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.5.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines 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: Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Better Item Description 1.5.5This 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 Improved Auto-explore and Rest 1.5.5Quality 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. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 | 
| Campaign | Orcs | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Orc | 
| Class | Archer | 
| Level / Exp | 39 / 14% | 
| Size | medium | 
| Lifes / Deaths | Killed by multi-hued drake at level 18 on the 3rd Pain 124th year of Ascendancy at 08:144 / 3 Killed by multi-hued drake at level 18 on the 3rd Pain 124th year of Ascendancy at 09:22 Killed by worm that walks at level 35 on the 51st Dearth 124th year of Ascendancy at 18:24 | 
Primary Stats
| Strength | 82 (base 60) | 
| Dexterity | 78 (base 60) | 
| Constitution | 23 (base 10) | 
| Magic | 35 (base 34) | 
| Willpower | 30 (base 10) | 
| Cunning | 24 (base 12) | 
Resources
| Life | 1069/1069 | 
| Mana | 428/428 | 
| Stamina | 179/201 | 
| Psi | 170/170 | 
| Healing Factor | 1.1010362694299 | 
| Regeneration | 0.49546632124344 | 
Speed
| Mental | +10% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +123.01803302227% | 
Vision
| Sight | 12 | 
| Lite | 8 | 
| Infravision | 12 | 
| See Stealth | 39.599459836163 | 
| See Invisible | 48.599459836163 | 
Offense: Mainhand
| Damage | 150 | 
| Accuracy | 63 | 
| Crit Chance | 10% | 
| APR | 14 | 
| Speed | 0.73 | 
Offense: Spell
| Spellpower | 27 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 28 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +8% | 
| Lightning | +12% | 
| Physical | +7% | 
| Fire | +12% | 
| All | 0% | 
Offense: Damage Penetration
| Mind | +16% | 
| Physical | +23% | 
| Fire | +21% | 
| All | +11% | 
Defense: Base
| Armour (hardiness) | 24 (38.536585365854%) | 
| Defense | 45 | 
| Ranged Defense | 45 | 
| Fatigue | 0 | 
| Physical Save | 38 | 
| Spell Save | 26 | 
| Mental Save | 28 | 
Defense: Resistances
| Darkness | + 10%( 70%) | 
| Light | + 16%( 70%) | 
| Fire | + 7%( 70%) | 
| Physical | + 16%( 70%) | 
| Mind | + 45%( 70%) | 
| All | + 4%( 70%) | 
Defense: Immunities
| Stun Resistance | 0% | 
| Confusion Resistance | 14% | 
| Teleport Resistance | 50% | 
| Blind Resistance | 58% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 40% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Biting Gale Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 58.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 34 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 325 life over 5 turns. Its effects scale with your Dexterity stat. | 
| Runes | Effective talent level: 1.0Rune: Phase Door Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Dexterity stat. | 
Class Talents
| Technique / Combat techniques | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Technique / Sniper | 1.30 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| Technique / Munitions | 1.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Archery training | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Archery prowess | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| Technique / Combat veteran | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Reflexes | 1.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| Technique / Marksmanship | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Generic Talents
| Technique / Combat training | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Orc | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| Technique / Mobility | 1.20 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
Effects
| talent | Aim | 
| talent | Intuitive Shots | 
| talent | Trained Reactions | 
| talent | Chant of Fortitude | 
| talent | Concealment | 
| beneficial effect | Increases global action speed by 23%.Speed | 
| beneficial effect | The target is concealed, increasing sight and attack range by 2 and chance to avoid damage by 30%.Concealment | 
Quests
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.A Ritch Party To do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done | 
| All the few remaining orcs of the mainland have been captured by Sunwall and their western allies.Children of Garkul, Unite! To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active | 
| Metash has asked you to investigate the Krimbul Clan, south of the peninsula.Clan of the Unicorn A whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done | 
| The giants have breached the mountain-side of Kruk pride!Homeland They are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done | 
| The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs.Hunter, Quarry If you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active | 
| As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby.Mole Down, Two To Go Investigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done | 
| You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested.Mystery of the Yetis For each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active | 
| To win the war you must help the Pride by striking a blow to the giant's morale and supply lines.Of Steamwork and Pain * You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done | 
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.Stargazers Our scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done | 
| The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed!The Deconstruction of Falling Stars With the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done | 
| Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit?The Grumpy Shopowner He does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done | 
| A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland.This is our land! With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done | 
| The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders.You Shall Pass! Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done | 
Equipment
| On feet |  stealthy pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 T1 feet armor [Ego] Master While equipped: Stats +6 Lck +4 Dex ----- def ----- Armour +1 Fatigue +1% Stealth +6 ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. | 
| Quiver |  Chedig (22/22, 150% power, 14 apr) 3.0 T4 arrow ammo [Rare] Nature Power 151% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 22 Ranged+ +38 cold +40 mind On Hit.r1 +12 mind On Crit.r2 +8 mind +18 cold On Hit: * 40 arcane resource burn * Slows global speed by 40% Arrows are used with bows to pierce your foes to death. | 
| Light source |  Velynne the Lightningwoe 1.0 T3 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) Dmg.mod +12% lightning +12% fire +8% darkness Melee Ret 8 lightning ----- def ----- Resists +7% light +3% fire Affinity +5% darkness Blind- +27% Confus- +14% ---------- misc Light +7 Infravis +3 See.Stealth +8 See.Invis +9 Track: Puts all charms on 36 cooldown Level 3.0 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  Ce'Nylralle (2 def, 4 armour) 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% Crit.mult +20.00% Dmg.mod +13% physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Resists +13% physical Crit.dmg- 15.00% ---------- misc Max.psi +50.00 A pointy cloth hat, very wizardly... | 
| Tool |  Smoldervenom [power 289]  (9 cooldown) 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Dmg.mod +9% physical Res.pen +10% fire Acc +14 (+4 eff.) ----- def ----- Armour +2 Max.HP +40.00 HP.reg +0.20 ---------- misc Max.stam +15.00 Talents +3 Strike Cooldown Strike -1 Fire a bolt of a random element with (base) damage 144 to 289 Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| On fingers |  Wheel of Fate 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +17 Str +4 Wil +12 Con dps ---------- Phys.pwr +16 (+4 eff.) ----- def ----- Blind- +31% ---------- misc Infravis +5 See.Stealth +8 See.Invis +16 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. 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? | 
| On fingers |  Ring of Lost Love 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" | 
| Around waist |  Mighty Girdle 1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. | 
| In main hand |  Rhoregodur the Thunderbrawn 4.0 T3 longbow 2H weapon [Random Unique] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Ranged+ +15 fire On Hit.r1 +6 lightning While equipped: dps ---------- Dmg.mod +17% fire +6% mind +36% physical Res.pen +5% mind +12% physical ----- def ----- Resists +3% mind ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Longbows are used to shoot arrows at your foes. | 
| On hands |  brawler's iron gauntlets of the starseeker (0 def, 1 armour) 1.5 T1 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Dex +2 Mag +5 Cun ----- def ----- Armour +1 Resists +6% light +6% darkness Phys.save +6 (+2 eff.) ---------- misc Infravis +2 Cooldown Double Strike -1 Starfall: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 45.82 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. | 
| Main armor |  Pressure-enhanced Slashproof Combat Suit (14 def, 12 armour) 9.0 T3 light armor [Unique] Master/Steamtech While equipped: Stats +8 Dex ----- def ----- Armour +12 Defense +14 (+5 eff.) Crit.chn- 7% When you take a hit of more than 10% of your total life the suit's motors activate for the next turn, displacing you before any blow could hit you. A simple leather armour of excellent facture that has been craftily enhanced with hidden miniature steam engines to enhance reflexes and provide safety features. | 
| Cloak |  Cloth of Dreams (10 def, 0 armour) 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +15% mind Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.3 Pwr.cost 9 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 33 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. | 
| Around neck |  enraging gold amulet of teleportation 0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Phys.spd +10% Dmg.mod +7% physical ----- def ----- Teleport- +50% Teleport you randomly (rad 30) Puts all charms on 14 cooldown Amulets can have magical properties. | 
Inventory
|  regeneration infusion of the psychic (heal 185 over 5 turns) 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 185 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions | 
|  regeneration infusion of the warrior (heal 422 over 5 turns) 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 422 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions | 
|  heroism infusion (+4 for 9 turns, die at -456) 0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 4 for 9 turns. While Heroism is active, you will only die when reaching -456 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
|  shielding rune (absorb 305 for 6 turns) 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 305 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  shielding rune of the psychic (absorb 249 for 5 turns) 0.1 T2 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 249 damage for 5 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 ability. | 
|  5 schematic: Acid Groove 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Air Recycler 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Alchemist's Helper 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Antimagic Shell 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Armour Reinforcement 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Brain Cap 0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Deflection Field 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Flare Shell 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Flash Powder 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Magnetic Shell 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Mana Coil 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Pain Suppressor Salve 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Razor Edge 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Saw Projector 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Saw Shell 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Spring Grapple 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Steamgun 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Steamsaw 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Payload 0.1 T5 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  cleansing copper amulet 0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +11% nature +10% blight Poison- +21% Disease- +22% Amulets can have magical properties. | 
|  The Black Core 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +0 (+0 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." | 
|  stabilizing steel amulet of teleportation 0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: ----- def ----- Resists +15% temporal Pinning- +23% Knockbk- +20% Teleport- +50% Teleport you randomly (rad 39) Puts all charms on 14 cooldown Amulets can have magical properties. | 
|  steel amulet of constitution (+3) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets can have magical properties. | 
|  Fiery Choker 0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+4 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. | 
|  Lisirialle 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid +2% physical +5% arcane +6% nature Confus- +5% Stun/Frz- +5% Rings can have magical properties. | 
|  rogue's copper ring of light (+22%) 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% light ----- def ----- Defense +4 (+2 eff.) Resists +22% light Rings can have magical properties. | 
|  Ring of Growth 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. | 
|  titan's steel ring of tenacity 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Max.HP +22.00 Disarm- +22% Pinning- +22% Knockbk- +22% Rings can have magical properties. | 
|  savage's gold ring of blinding strikes 0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Con dps ---------- Melee+ 20 light Ranged+ 25 light On Hit (Melee): * 16% chance to blind On Hit (Ranged): * 14% chance to blind ----- def ----- Spell.save +10 (+5 eff.) ---------- misc Max.stam +10.00 Rings can have magical properties. | 
|  gladiator's stralite ring 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +4 Str +6 Con dps ---------- Phys.pwr +7 (+2 eff.) Rings can have magical properties. | 
|  dwarven-steel greatmaul 'Hellsoath' (150% power, 2 apr) 5.0 T3 greatmaul 2H weapon [Rare] Disrupt Power 151% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 fire On Hit: * Slows global speed by 20% While equipped: dps ---------- Res.pen +10% fire ----- def ----- Resists +3% blight +15% fire +6% light +15% temporal Massive two-handed mauls. | 
|  elm longbow 4.0 T1 longbow 2H weapon [Normal] Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +6 Longbows are used to shoot arrows at your foes. | 
|  Merkul's Second Eye 4.0 T3 longbow 2H weapon [Unique] Arcane Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. | 
|  mighty yew longbow of power 4.0 T3 longbow 2H weapon [Ego] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +8 While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +17% physical Res.pen +18% physical Longbows are used to shoot arrows at your foes. This object's appearance was changed to Bill's Tree Trunk. | 
|  quiver of elm arrows (20/20, 108% power, 5 apr) 3.0 T1 arrow ammo [Normal] Power 108% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 20 Arrows are used with bows to pierce your foes to death. | 
|  psychokinetic quiver of ash arrows of accuracy (23/23, 117% power, 7 apr) 3.0 T2 arrow ammo [Ego] Master/Psionic Power 117% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Acc +8 Apr +7 Crit +1.5% Capacity 23 Ranged+ +33 physical On Hit: * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. | 
|  quiver of ash arrows of erosion (15/15, 118% power, 7 apr) 3.0 T2 arrow ammo [Ego] Nature Power 118% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 15 Ranged+ +11 nature +9 temporal Arrows are used with bows to pierce your foes to death. | 
|  plaguebringer's quiver of elven-wood arrows of accuracy (18/18, 153% power, 14 apr) 3.0 T4 arrow ammo [Ego+] Arcane/Master Power 153% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Acc +26 Apr +14 Crit +2.5% Capacity 18 Ranged+ +14 blight On Hit: 10% Epidemic 4 On Hit: * 17% chance to disease Arrows are used with bows to pierce your foes to death. | 
|  woollen robe of life (0 def, 0 armour) 2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +5% blight Max.HP +44.00 HP.reg +2.30 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Splendourwasp the cashmere robe (2 def, 0 armour) 2.0 T3 cloth armor [Rare] Psionic While equipped: Stats +6 Con dps ---------- Dmg.mod +15% mind Res.pen +25% physical Melee Ret 16 light ----- def ----- Defense +2 (+1 eff.) Resists +15% mind +9% light Heal.mod +20% ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  ancient cashmere robe of power (2 def, 0 armour) 2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +13 (+7 eff.) Dmg.mod +10% physical +8% temporal +8% all Res.pen +7% temporal +8% physical ----- def ----- Defense +2 (+1 eff.) Anom.red +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Mayyvena the cured leather armour (2 def, 4 armour) 9.0 T2 light armor [Rare] Master While equipped: Stats +3 Dex +2 Mag +5 Wil +4 Con dps ---------- Res.pen +10% acid ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +18% lightning A suit of armour made of leather. | 
|  Cracklepiercer the hardened leather armour (3 def, 6 armour) 9.0 T3 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +4% physical +6% nature +12% light Crit.dmg- 15.00% Max.HP +37.00 Blind- +25% Disease- +10% A suit of armour made of leather. | 
|  Dagidan (3 def, 10 armour) 9.0 T3 light armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +10 Defense +3 (+1 eff.) Fatigue +8% Resists +3% mind +9% blight Spell.save +9 (+4 eff.) Mind.save +9 (+5 eff.) Max.HP +39.00 Stun/Frz- +15% Knockbk- +15% A suit of armour made of leather. | 
|  The Untouchable (14 def, 12 armour) 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. | 
|  fortifying dwarven-steel mail armour of implacability (3 def, 14 armour) 14.0 T3 heavy armor [Ego++] Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +11% Phys.save +5 (+2 eff.) Max.HP +60.00 A suit of armour made of mail. | 
|  Tarrasca (0 def, 50 armour) 17.0 T4 massive armor Reqs Heavy Armour Training 3 [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+15 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 23 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. | 
|  Isligatta 1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +9% Spell.pwr +4 (+2 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +9% blight +3% temporal Res.pen +10% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% blight Phys.save +7 (+3 eff.) Mind.save +7 (+4 eff.) A belt that goes around your waist. | 
|  blurring hardened leather belt of carrying 1.0 T3 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +11 (+4 eff.) Fatigue -5% Stealth +5 ---------- misc Max.enc +25 A belt that goes around your waist. | 
|  monstrous hardened leather belt 1.0 T3 belt armor [Ego+] Nature While equipped: Stats +4 Str +3 Con dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Phys.save +8 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. | 
|  Xanybrena the Voidgrinder (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +12% darkness +18% lightning Res.pen +25% darkness On Hit (Melee): * 30% chance to daze at end of turn * 30% chance to inflict 15% damage reduction ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  enveloping cashmere cloak of Eldoral (7 def, 0 armour) 2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +7 (+3 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Offalsteel the pair of hardened leather boots (0 def, 3 armour) 2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +12% acid +6% nature Res.pen +15% acid +15% nature ----- def ----- Armour +3 Fatigue +3% Resists +9% acid +9% nature +12% light Rush: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. | 
|  rough leather gloves of dexterity (+2) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Stralite Sand Shredder (0 def, 1 armour) 1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. | 
|  hardened leather hat 'Cyrulelaith' (0 def, 3 armour) 2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Cun +9 Mag ----- def ----- Armour +3 Fatigue +3% Resists +17% cold Crit.dmg- 15.00% ---------- misc Infravis +3 Breathe water A hat made of leather. Very stylish. | 
|  prismatic hardened leather hat of the depths (0 def, 3 armour) 2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +8% cold +13% light +10% darkness ---------- misc Breathe water A hat made of leather. Very stylish. | 
|  Cap of the Undisturbed Mind (-10 def, 0 armour) 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. | 
|  hardened leather cap of trickery (0 def, 3 armour) 2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% A cap made of leather. | 
|  cleansing iron helm of constitution (+2) (0 def, 3 armour) 3.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% nature +5% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Visage of Nektosh (4 def, 8 armour) 3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. | 
|  Lightrock the dwarven-steel helm (0 def, 4 armour) 3.0 T3 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +12% light Melee Ret 20 fire ----- def ----- Armour +4 Fatigue +4% Resists +6% light ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Prothotipe's Prismatic Eye 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. | 
|  Burning Star 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 27 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. | 
|  brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  survivor's alchemist's lamp of health 1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +51.00 Heal.mod +10% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  strange black disk (1) 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. | 
|  strange black disk (2) 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. | 
|  strange black disk (3) 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. | 
|  Automated Portable Extractor 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  dwarven-steel pickaxe 'Flashobsidian' (dig speed 22 turns) 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +5 Dex +3 Cun dps ---------- Res.pen +20% lightning Apr +8 ----- def ----- Fatigue -4% Resists +9% lightning ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 24 cooldown Level 3.0 Pwr.cost 24 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. | 
|  Rod of Recall (2/2) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. | 
|  Glegana the steel torque of mindblast [power 133]  (6 cooldown) 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +5 Cun ----- def ----- Resists +6% darkness +6% temporal ---------- misc See.Invis +12 Telepathy Humanoid/Orc Talents +1 Silence Cooldown Silence -1 Fire a blast of psionic energies in a range 7 beam dealing 66.50 to 133.00 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  Telekinetic Core 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 17 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 47 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. | 
|  Blazebrace the dwarven-steel torque of psychoportation [power 31]  (22 cooldown) 2.0 T3 torque charm [Random Unique] Psionic While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +9% lightning ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) ---------- misc Talents +1 Telekinetic Blast +1 Silence Cooldown Silence -1 Teleport randomly (rad 31) Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  ash totem of cure ailments 'Nerulle' [power 2]  (9 cooldown) 2.0 T2 totem charm [Rare] Nature While equipped: Stats +9 Cun +4 Con dps ---------- Res.pen +20% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Fatigue -4% ---------- misc See.Invis +6 Remove up to 2 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. | 
Achievements
 A Fistful of Gold
			Buy an item from an AAA.
			A Fistful of Gold
			Buy an item from an AAA.By Falozilabers the Orc Archer level 9
30th Retaking 124th year of Ascendancy at 04:38 see stats
 Across the Narrow Sea
			Destroyed the Sunwall Outpost to secure a way to the mainland.
			Across the Narrow Sea
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Falozilabers the Orc Archer level 12
20th Revenge 124th year of Ascendancy at 09:05 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By Falozilabers the Orc Archer level 26
26th Pain 124th year of Ascendancy at 21:13 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Falozilabers the Orc Archer level 10
31st Retaking 124th year of Ascendancy at 01:40 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By Falozilabers the Orc Archer level 20
9th Pain 124th year of Ascendancy at 06:51 see stats
 Level 30
			Got a character to level 30.
			Level 30
			Got a character to level 30.By Falozilabers the Orc Archer level 30
37th Pain 124th year of Ascendancy at 08:39 see stats
 Size matters
			Did over 600 damage in one attack.
			Size matters
			Did over 600 damage in one attack.By Falozilabers the Orc Archer level 30
40th Pain 124th year of Ascendancy at 03:07 see stats
 The High Lady's Destiny (Finale)
			Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.
			The High Lady's Destiny (Finale)
			Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Falozilabers the Orc Archer level 33
36th Dearth 124th year of Ascendancy at 17:06 see stats
 This will make a big Omelette!
			Collected 40 ritch eggs in the Ritch Hive.
			This will make a big Omelette!
			Collected 40 ritch eggs in the Ritch Hive.By Falozilabers the Orc Archer level 25
26th Pain 124th year of Ascendancy at 01:00 see stats
 Treasure Hoarder
			Amassed 3000 gold pieces.
			Treasure Hoarder
			Amassed 3000 gold pieces.By Falozilabers the Orc Archer level 28
27th Pain 124th year of Ascendancy at 11:33 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By Falozilabers the Orc Archer level 23
12nd Pain 124th year of Ascendancy at 08:33 see stats
Log
Treant slows down.
Falozilabers's Shoot hits Treant for 488 physical, 0 arcane, 19 fire, 45 mind, 43 cold, 7 lightning, 13 mind, 9 mind, 20 cold (644 total damage).
Falozilabers shoots!
Falozilabers roars triumphantly.
Falozilabers's Shoot hits Treant for 205 physical, 0 arcane, 19 fire, 45 mind, 43 cold, 7 lightning, 13 mind (331 total damage).
Falozilabers's Shoot killed Treant!
Falozilabers activates Concealment.
Falozilabers shoots!
Talent Steady Shot is ready to use.
Falozilabers is no longer inspired.
Falozilabers calms down.
Talent Infusion: Regeneration is ready to use.
One of the trees shakes for a moment and awakens!
Talent Pride of the Orcs is ready to use.
Talent Blinding Speed is ready to use.
Falozilabers uses Blinding Speed.
Falozilabers speeds up.
Falozilabers deactivates Concealment.
Falozilabers deactivates Chant of Fortitude.
Falozilabers slows down.
Falozilabers deactivates Aim.
Falozilabers deactivates Intuitive Shots.
Falozilabers deactivates Trained Reactions.



















































