













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Juggle Hotkeys on Unwield 1.7.0Adds game options "UI | Hotkey handling on unwield" and "UI | Remove hotkey on drop" to control the handling of hotkeys for activateable objects when you unwield or drop them. You can choose to remove the hotkey or add a special marker to its icon to warn that the associated object is not currently wielded. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. 
 
 
 
 
 
 
 
 Better Item Description 1.7.4This 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:
 Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. 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:
 Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game:  :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game  | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Male | 
| Race | Doomelf | 
| Class | Skirmisher | 
| Level / Exp | 43 / 40% | 
| Size | medium | 
| Lifes / Deaths | Killed by skeleton magus at level 6 on the 78th Pyre 122nd year of Ascendancy at 23:00  / 3Killed by Cyrudhena the Invoker at level 43 on the 66th Dusk 123rd year of Ascendancy at 22:30 Killed by Guvea the orc pyromancer at level 43 on the 67th Dusk 123rd year of Ascendancy at 08:40  | 
Primary Stats
| Strength | 28 (base 15) | 
| Dexterity | 80 (base 65) | 
| Constitution | 58 (base 50) | 
| Magic | 11 (base 8) | 
| Willpower | 31 (base 15) | 
| Cunning | 99 (base 60) | 
Resources
| Life | -92/940 | 
| Mana | 337/457 | 
| Stamina | 147/278 | 
| Steam | 100/100 | 
| Healing Factor | 1.5201339505268 | 
| Regeneration | 29.927357598202 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +14% | 
| Spell | 0% | 
| Global | +113.15072103889% | 
Vision
| Sight | 10 | 
| Lite | 12 | 
| Infravision | 7 | 
| See Stealth | 68.935519463977 | 
| See Invisible | 68.935519463977 | 
Offense: Mainhand
| Damage | 134 | 
| Accuracy | 70 | 
| Crit Chance | 56% | 
| APR | 38 | 
| Speed | 0.85 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 17 | 
| Crit Chance | 28% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 48 | 
| Crit Chance | 28% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +10% | 
| All | 0% | 
| Physical | +49% | 
| Fire | +3% | 
| Nature | +8% | 
Offense: Damage Penetration
| Acid | +15% | 
| Temporal | +25% | 
| Blight | +10% | 
| Physical | +25% | 
| Darkness | +25% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 72.512106701502 (78.868349618697%) | 
| Defense | 84 | 
| Ranged Defense | 84 | 
| Fatigue | 0.47761920160991 | 
| Physical Save | 44 | 
| Spell Save | 24 | 
| Mental Save | 39 | 
Defense: Resistances
| Acid | + 54%( 80%) | 
| Blight | + 32%( 70%) | 
| Physical | + 42%( 75%) | 
| Cold | + 55%( 70%) | 
| All | + 14%( 70%) | 
| Lightning | + 40%( 70%) | 
| Temporal | + 24%( 70%) | 
| Darkness | + 29%( 70%) | 
| Fire | + 42%( 70%) | 
| Nature | + 22%( 70%) | 
Defense: Immunities
| Stun Resistance | 50% | 
| Teleport Resistance | 100% | 
| Confusion Resistance | 10% | 
| Pinning Resistance | 25% | 
| Disarm Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 25% | 
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 590 damage for 6 turns. Its effects scale with your Cunning stat.  | 
| Runes | Effective talent level: 2.5 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 3 turns and blocking 109 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 Dexterity stat.  | 
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 251 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat.  | 
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1031% 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 Dexterity stat.  | 
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 601 life over 5 turns. Its effects scale with your Constitution stat.  | 
Class Talents
| Technique / Tireless Combatant | 1.30 | 
  | 3/5 | 
  | 5/5 | 
  | 1/5 | 
  | 3/5 | 
| Technique / Buckler Training | 1.30 | 
  | 4/5 | 
  | 3/5 | 
  | 4/5 | 
  | 1/5 | 
| Cunning / Poisons | 2.30 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
| Cunning / Called Shots | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
| Technique / Skirmisher - Slings | 1.30 | 
  | 5/5 | 
  | 4/5 | 
  | 1/5 | 
  | 5/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Race / Parasite | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Steamtech / Physics | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Mobility | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Cunning / Scoundrel | 1.30 | 
  | 5/5 | 
  | 3/5 | 
  | 5/5 | 
  | 2/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
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. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower.  | done | 
You 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 | 
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done | 
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)).  | done | 
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5.  | done | 
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5.  | done | 
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Cunning by +5.  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)).  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)).  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)).  | done | 
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you gained knowledge of tinker technology.  | done | 
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)).  | 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 | 
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 447.  | 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 | 
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations.  | done | 
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 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 within3 lumberjacks have died.  | done | 
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him.  | done | 
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert.  | active | 
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 your homeland 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 |  Grinakhad (20 def, 3 armour) 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +4 Con dps ---------- Phys.crit +5.0% Spell.pwr +6 (+4 eff.) Dmg.mod +9% physical Res.pen +10% blight Apr +4 ----- def ----- Armour +3 Defense +20 (+4 eff.) Resists +12% acid Phys.save +15 (+5 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% A pair of boots made of leather.  | 
| Quiver |  Wind Worn Shot (11/25, 39-47 power, 15 apr) 3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target While equipped: ---------- misc Talents +5 Corrosive Shell These perfectly white spheres appear to have been worn down by years of exposure to strong winds.  | 
| Light source |  Veluleriawe the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: Stats +4 Cun +3 Wil ----- def ----- Resists +6% blight +6% fire +9% cold Die.at -20.00 life ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours?  | 
| On hands |  Stone Gauntlets of Harkor'Zun (0 def, 7 armour) 7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical Disarm- +100% ---------- misc Talents +5 Iron Grip Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master.  | 
| Tool |  Arygund the Frozenpower [power 180]  (11 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +12% physical Res.pen +10% physical Acc +20 (+5 eff.) Melee Ret 10 physical ----- def ----- Resists +6% cold +3% physical Blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown Torques are made by powerful psionics to store psionic powers.  | 
| On fingers |  Ring of Growth0.1 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 +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it.  | 
| On fingers |  Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: dps ---------- Mov.spd +14% Dmg.mod +3% fire Res.pen +25% darkness Acc +18 (+4 eff.) Apr +9 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +19 (+4 eff.) Fatigue -6% Resists +3% darkness +9% temporal ---------- misc Max.enc +26 Cannot be unequipped or rerolled until level 45. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown Activation is instant. "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?  | 
| Around neck |  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 (+8 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... 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.  | 
| In main hand |  Eldoral Last Resort 4.0 T3 sling 1H weapon [Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 118% Range +10 On Hit.r1 +90 20% chance of physical repulsion While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'.  | 
| Around waist |  Giladondur the hardened leather belt 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Phys.crit +5.0% Crit.mult +8.00% Phys.pwr +5 (+1 eff.) Mind.pwr +20 (+7 eff.) Res.pen +25% temporal Melee Ret 4 temporal ----- def ----- Defense +10 (+2 eff.) Resists +3% temporal Proj.slow +25% Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist.  | 
| In off hand |  Gloomstone of the Blightspawn (0 def, 10 armour, 65-78 power, 199.5 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master/Psionic When used to Attack: Power 65.0 - 78.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +200 Melee+ +17 physical +25 cold On Hit.r1 +4 mind +8 blight While equipped: Stats +9 Wil dps ---------- Mind.pwr +5 (+2 eff.) On shield block: * Deals 165 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 10 On Melee Ret: * 37% chance to reduce strength, dexterity, and constitution by 10 * 47% chance to reduce damage dealt by 24% ----- def ----- Armour +10 Fatigue +8% Resists +20% physical +27% fire +20% cold Shield.near.proj +68 Mind.save +6 (+2 eff.) Proj.slow +36% ---------- misc Equi/ret +0.08 Talents +1 Block Handheld deflection devices.  | 
| Cloak |  thick elven-silk cloak of backstabbing (3 def, 9 armour) 2.0 T5 cloak armor [Ego+] Master While equipped: dps ---------- Crit.mult +19.00% Acc +11 (+2 eff.) Apr +10 ----- def ----- Armour +9 Defense +3 (+0 eff.) Resists +30% lightning +13% cold Stealth +11 Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  marauder's drakeskin leather armour of Toknor (29 def, 28 armour) 9.0 T5 light armor [Ego++] Master While equipped: Stats +8 Str +7 Dex dps ---------- Phys.crit +5.0% Crit.mult +14.00% Phys.pwr +6 (+2 eff.) Melee Ret 50 physical ----- def ----- Armour +28 Defense +29 (+6 eff.) Fatigue +9% Phys.save +5 (+2 eff.) A suit of armour made of leather.  | 
Inventory
 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.  | 
 shatter afflictions rune (absorb 79; cd 22)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 79 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune of the psychic (absorb 349; dur 5; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 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 349 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 spell talent.  | 
 2 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects!  | 
 Taint of Purging (5 turns)0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability.  | 
 Tome of Wildfire0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you.  | 
 Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it.  | 
 conjurer's voratun ring of luminosity0.1 T5 ring jewelry [Ego++] Arcane While equipped: Stats +6 Wil +11 Mag dps ---------- Spell.pwr +11 (+7 eff.) Melee+ 32 light Ranged+ 36 light Dmg.mod +17% light Rings make your fingers look great!  | 
 painweaver's stralite ring of darkness (+28%)0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +9 (+6 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +14% darkness +5% all ----- def ----- Resists +28% darkness Rings make your fingers look great!  | 
 plaguebringer's voratun greatmaul of phasing (72-107 power, 27 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Arcane Power 71.5 - 107.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +27 Crit +3.0% Atk.spd 100% Phasing +23% Melee+ +16 blight On Hit: 20% Epidemic 5 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 10 While equipped: ----- def ----- Disease- +31% Massive two-handed mauls.  | 
 stralite greatsword 'Arcnight' (48-77 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Rare] Arcane Power 48.0 - 76.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +35 cold While equipped: dps ---------- Dmg.mod +24% lightning +9% acid Res.pen +25% lightning Melee Ret 10 lightning On Hit (Melee): * 20% chance to reduce armor by 20% Massive two-handed swords.  | 
 quick voratun longsword of crippling (41-57 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego++] Master Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Dex dps ---------- Phys.crit +11.0% Phys.spd +10% Acc +15 (+3 eff.) Sharp, long, and deadly.  | 
 nature's living mindstar of clarity (16-17 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature/Psionic Power 15.5 - 17.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +9% nature ----- def ----- Resists +5% blight Mind.save +10 (+4 eff.) Disease- +17% ---------- misc Max.psi +20.00 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.  | 
 wrathful living mindstar of flames (17-19 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +12% Mind.pwr +10 (+4 eff.) All.spd +6% Melee+ 5 fire Dmg.mod +15% fire Res.pen +4% fire ----- def ----- Resists +15% fire ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 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.  | 
 lifebinding dragonbone magestaff of greater warding (30-36 power, 6 apr, cold element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane/Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +5% Spell.pwr +22 (+12 eff.) Dmg.mod +30% cold ----- def ----- Armour +8 Defense +8 (+1 eff.) HP.reg +1.00 Heal.mod +21% ---------- misc Wards +3 cold Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 Aruvea the hardened leather belt =mana=1.0 T3 belt armor [Rare] Master While equipped: Stats +8 Wil dps ---------- Phasing +30% ----- def ----- Defense +16 (+3 eff.) Spell.save +9 (+5 eff.) Stealth +9 ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Max.mana +100.00 A belt that goes around your waist.  | 
 spiritwalker's drakeskin leather belt of valiance1.0 T5 belt armor [Ego++] Arcane/Psionic While equipped: Stats +4 Wil +8 Mag ----- def ----- Mind.save +10 (+4 eff.) Max.HP +86.00 ---------- misc Mana/turn +0.26 Max.mana +38.00 A belt that goes around your waist.  | 
 spellcowled linen cloak of sorcery (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +5% ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Smoldervenom (0 def, 0 armour) =mag=2.0 T4 cloth armor [Random Unique] Arcane While equipped: Stats +4 Wil +9 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+3 eff.) Dmg.mod +15% blight +22% temporal +12% arcane +18% physical Res.pen +8% temporal +5% fire +8% physical ----- def ----- Resists +7% lightning +11% darkness +9% cold +13% blight +9% fire +9% light +13% all Phys.save +17 (+6 eff.) Spell.save +32 (+16 eff.) Mind.save +13 (+5 eff.) Anom.red +12 ---------- misc Max.mana +28.00 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Aetherwalk (6 def, 0 armour) =mag=2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+9 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 55 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 17 power out of 24/24 A wispy purple aura surrounds these translucent black boots.  | 
 Shoes of Moving Quickly (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Armour +12 Defense +10 (+2 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so.  | 
 drakeskin leather gloves of the starseeker (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +1 Cun +3 Mag ----- def ----- Armour +3 Resists +8% light +7% darkness ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 14 cooldown Level 2.5 Pwr.cost 14 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 51.22 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 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 (+6 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.  | 
 cashmere wizard hat of arcana (2 def, 0 armour) =mag=2.0 T3 head armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +4 (+3 eff.) ----- def ----- Defense +2 (+0 eff.) A pointy cloth hat, very wizardly...  | 
 searing voratun mail armour of temporal resistance (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Arcane While equipped: dps ---------- Melee+ 21 acid 15 fire Melee Ret 11 acid 11 fire ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +18% acid +25% fire +22% temporal A suit of armour made of mail.  | 
 Masochism (0 def, 0 armour)9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+6 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Level 6.5 Pwr.cost 9 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 61.53 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again.  | 
 corrosive voratun shield of resistance (0 def, 10 armour, 72-87 power, 204 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Nature When used to Attack: Power 72.5 - 87.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +204 Melee+ +14 acid While equipped: Stats +5 Con dps ---------- On Melee Ret: * 16% chance to reduce armor by 20% ----- def ----- Armour +10 Fatigue +8% Resists +25% acid +11% fire +9% lightning +9% cold ---------- misc Talents +1 Block Handheld deflection devices.  | 
 impervious voratun shield of physical resistance (+16%) (0 def, 22 armour, 68-82 power, 304.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 68.0 - 81.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +304 While equipped: Stats +6 Con ----- def ----- Armour +22 Fatigue +8% Resists +16% physical Phys.save +11 (+4 eff.) ---------- misc Talents +1 Block Handheld deflection devices.  | 
 reinforced stralite shield of the stars (0 def, 13 armour, 48-58 power, 166 block) =MAG=7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 48.5 - 58.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +166 Melee+ +11 light +18 darkness While equipped: Stats +9 Cun +5 Mag dps ---------- Dmg.mod +14% light +18% darkness ----- def ----- Armour +13 Fatigue +8% Resists +14% light +14% darkness ---------- misc Talents +1 Block Handheld deflection devices.  | 
 Airrupture the quiver of dragonbone arrows (22/22, 52-72 power, 18 apr)3.0 T5 arrow ammo [Rare] Master Power 51.5 - 72.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +38 Apr +18 Crit +3.0% Capacity 22 Ranged+ +20 mind On Hit.r1 +20 lightning On Crit.r2 +20 mind +20 lightning Arrows are used with bows to pierce your foes to death.  | 
 9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 650 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 4 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.  | 
 6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 14 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 14 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Mayama the dwarven-steel pickaxe (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +8 Dex dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Armour +4 Defense +6 (+1 eff.) Resists +12% acid +8% physical +6% fire Spell.save +15 (+8 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic.  | 
 11 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.  | 
 3 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 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 3 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.  | 
 Manirim the Snowsweeper2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Defense +5 (+1 eff.) Resists +6% mind Crit.chn- 5.00% Disarm- +20% ---------- misc Light +5 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.  | 
 brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
 Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating.  | 
 Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials.  | 
 Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer.  | 
 Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot.  | 
 77 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals.  | 
 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 2 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 7 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.  | 
 4 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.  | 
 Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 137 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.  | 
 Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 263.52 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 17 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom.  | 
 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.  | 
 barbed pouch of voratun shots of crippling (19/19, 62-74 power, 6 apr)3.0 T5 shot ammo [Ego++] Master Power 62.0 - 74.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +26.0% Capacity 19 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death.  | 
 Umbraquill the voratun torque of psionic shield [power 151]  (17 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% temporal Res.pen +5% temporal Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 24% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% Setup a psionic shield, reducing all damage taken by 151 for 5 turns Puts all charms on 17 cooldown 100% to heal for 81. 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers.  | 
 piercing yew totem of stinging [power 296]  (11 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 320 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power.  | 
 8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 Elenyregorin the Sparkseam [power 290]  (11 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +25% fire Melee Ret 8 lightning 4 fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% lightning +6% nature Spell.save +18 (+9 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 58 lightning damage and will be dazed for 1 turn (290 total damage) Puts all charms on 11 cooldown 100% to increase all damage penetration by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Porywyn the Shadereign [power 206]  (11 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% nature +6% darkness Res.pen +5% darkness +15% cold Melee Ret 6 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 24% Create a radius 3 storm for 5 turns. Each turn, creatures within take 41 lightning damage and will be dazed for 1 turn (206 total damage) Puts all charms on 11 cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 21 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.  | 
 Glowing Core1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before.  | 
 2 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.  | 
 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 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.  | 
 3 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.  | 
 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.  | 
 9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			A dangerous secret (Nightmare (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By Ryo the Doomelf Skirmisher level 29
13rd Regrowth 123rd year of Ascendancy at 04:56 see stats
			Against all odds (Nightmare (Roguelike) difficulty)
			Killed Ukruk in the ambush.By Ryo the Doomelf Skirmisher level 29
11st Regrowth 123rd year of Ascendancy at 11:41 see stats
			Anti-Antimagic! (Nightmare (Roguelike) difficulty)
			Destroyed the Ziguranth camp with your Rhaloren allies.By Ryo the Doomelf Skirmisher level 39
61st Pyre 123rd year of Ascendancy at 20:45 see stats
			Arachnophobia (Nightmare (Roguelike) difficulty)
			Destroyed the spydric menace.By Ryo the Doomelf Skirmisher level 34
63rd Regrowth 123rd year of Ascendancy at 18:44 see stats
			Back and there again (Nightmare (Roguelike) difficulty)
			Opened a portal to the Far East from Maj'Eyal.By Ryo the Doomelf Skirmisher level 42
45th Dusk 123rd year of Ascendancy at 03:27 see stats
			Brave new world (Nightmare (Roguelike) difficulty)
			Went to the Far East and took part in the war.By Ryo the Doomelf Skirmisher level 33
60th Regrowth 123rd year of Ascendancy at 11:30 see stats
			Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Ryo the Doomelf Skirmisher level 16
20th Dusk 122nd year of Ascendancy at 04:45 see stats
			Destroyer's bane (Nightmare (Roguelike) difficulty)
			Killed Golbug the Destroyer.By Ryo the Doomelf Skirmisher level 31
56th Regrowth 123rd year of Ascendancy at 19:31 see stats
			Dragon's Greed (Nightmare (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Ryo the Doomelf Skirmisher level 39
69th Pyre 123rd year of Ascendancy at 20:50 see stats
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By Ryo the Doomelf Skirmisher level 20
60th Dusk 122nd year of Ascendancy at 09:58 see stats
			Eye of the storm (Nightmare (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Ryo the Doomelf Skirmisher level 41
3rd Flare 123rd year of Ascendancy at 05:12 see stats
			Fear me not! (Nightmare (Roguelike) difficulty)
			Survived the Fearscape!By Ryo the Doomelf Skirmisher level 31
56th Regrowth 123rd year of Ascendancy at 00:38 see stats
			Guiding Hand (Nightmare (Roguelike) difficulty)
			Saved all escorted adventurers.By Ryo the Doomelf Skirmisher level 30
53rd Regrowth 123rd year of Ascendancy at 02:31 see stats
			Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
			Escaped the Searing Halls.By Ryo the Doomelf Skirmisher level 6
77th Pyre 122nd year of Ascendancy at 18:34 see stats
			Home sweet home (Nightmare (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ryo the Doomelf Skirmisher level 24
3rd Decay 122nd year of Ascendancy at 01:34 see stats
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Ryo the Doomelf Skirmisher level 10
3rd Summertide 122nd year of Ascendancy at 20:47 see stats
			Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.By Ryo the Doomelf Skirmisher level 20
52nd Dusk 122nd year of Ascendancy at 14:32 see stats
			Level 30 (Nightmare (Roguelike) difficulty)
			Got a character to level 30.By Ryo the Doomelf Skirmisher level 30
34th Regrowth 123rd year of Ascendancy at 14:57 see stats
			Level 40 (Nightmare (Roguelike) difficulty)
			Got a character to level 40.By Ryo the Doomelf Skirmisher level 40
2nd Summertide 123rd year of Ascendancy at 02:28 see stats
			Once bitten, twice shy (Nightmare (Roguelike) difficulty)
			Escaped the Anteroom of Agony.By Ryo the Doomelf Skirmisher level 41
3rd Flare 123rd year of Ascendancy at 04:11 see stats
			Poisonous (Nightmare (Roguelike) difficulty)
			Sided with the assassin lord.By Ryo the Doomelf Skirmisher level 22
7th Haze 122nd year of Ascendancy at 02:23 see stats
			Size is everything (Nightmare (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Ryo the Doomelf Skirmisher level 33
62nd Regrowth 123rd year of Ascendancy at 17:05 see stats
			Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.By Ryo the Doomelf Skirmisher level 23
80th Haze 122nd year of Ascendancy at 09:09 see stats
			Sliders (Nightmare (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.By Ryo the Doomelf Skirmisher level 32
57th Regrowth 123rd year of Ascendancy at 03:35 see stats
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Ryo the Doomelf Skirmisher level 8
9th Mirth 122nd year of Ascendancy at 22:01 see stats
			The bigger the better! (Nightmare (Roguelike) difficulty)
			Did over 3000 damage in one attack.By Ryo the Doomelf Skirmisher level 40
1st Flare 123rd year of Ascendancy at 16:04 see stats
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By Ryo the Doomelf Skirmisher level 8
8th Mirth 122nd year of Ascendancy at 04:20 see stats
			There and back again (Nightmare (Roguelike) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Ryo the Doomelf Skirmisher level 35
5th Pyre 123rd year of Ascendancy at 07:59 see stats
			Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Ryo the Doomelf Skirmisher level 25
2nd Regrowth 123rd year of Ascendancy at 07:36 see stats
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Ryo the Doomelf Skirmisher level 16
34th Dusk 122nd year of Ascendancy at 19:24 see stats
			Unstoppable (Nightmare (Roguelike) difficulty)
			Returned from the dead.By Ryo the Doomelf Skirmisher level 6
78th Pyre 122nd year of Ascendancy at 23:00 see stats
			Vampire crusher (Nightmare (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Ryo the Doomelf Skirmisher level 28
9th Regrowth 123rd year of Ascendancy at 21:04 see stats
Log
Guvea the orc pyromancer starts to bleed.
Ryo's Shoot performs a ranged critical strike against Guvea the orc pyromancer!
Ryo's Shoot performs a ranged critical strike against Guvea the orc pyromancer!
Guvea the orc pyromancer is knocked back!
Guvea the orc pyromancer's Lightning is disrupted by his wounds!
Ryo's Shoot hits Salagassra the orc pyromancer for (35 absorbed), (35 mana), 0 lightning (0 total damage).
Ryo's Shoot hits Guvea the orc pyromancer for 291 physical damage.
Ryo's Shoot hits Guvea the orc pyromancer for 284 physical damage.
Ryo's Shoot hits Salagassra the orc pyromancer for (42 absorbed), (42 mana), 0 lightning (0 total damage).
Ryo's Shoot hits Guvea the orc pyromancer for 297 physical, 119 physical (416 total damage).
Bleeding from Ryo hits Guvea the orc pyromancer for 218 physical damage.
Aether Breach from Guvea the orc pyromancer hits Orc master assassin for 306 arcane damage.
Aether Breach from Guvea the orc pyromancer hits White wolf for 306 arcane damage.
Aether Breach from Guvea the orc pyromancer hits Ryo for (34 flat reduction), 265 arcane (265 total damage).
Guvea the orc pyromancer casts Temporal Shield.
The very fabric of time alters around Guvea the orc pyromancer.
Salagassra the orc pyromancer casts Manathrust.
Ryo is focused on firing.
Ryo reacts to damage from Salagassra the orc pyromancer, mitigating the blow!.
Salagassra the orc pyromancer hits Ryo for (34 flat reduction), (123 reacted , -4 stam), 291 arcane (291 total damage).
Guvea the orc pyromancer casts Rune: Shielding.
A shield forms around Guvea the orc pyromancer.
Guvea the orc pyromancer loses 50 mana from using a non-Arcane talent!
Guvea the orc pyromancer casts Manathrust.
Ryo reacts to damage from Guvea the orc pyromancer, mitigating the blow!.
Guvea the orc pyromancer roars triumphantly.
Salagassra the orc pyromancer hits Orc master assassin for 352 arcane damage.
Salagassra the orc pyromancer hits White wolf for 352 arcane damage.
Guvea the orc pyromancer hits Ryo for (34 flat reduction), (106 reacted , -4 stam), 251 arcane (251 total damage).
Ryo the level 43 doomelf skirmisher was dweomered to death by Guvea the orc pyromancer on level 2 of Vor Pride.










































































































































