














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | 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. 
 
 
 
 
 
 
 
 Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
 Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
 Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Insane Adventure | 
| Sex | Female | 
| Race | Shalore | 
| Class | Archmage (Technomancer) | 
| Level / Exp | 50 / 3680% | 
| Size | medium | 
| Lifes / Deaths | Killed by Silossra the giant army ant at level 19 on the 76th Dusk 122nd year of Ascendancy at 08:080 / 7 Killed by Horned Horror at level 22 on the 24th Haze 122nd year of Ascendancy at 22:31 Killed by Silerewen the snow giant boulder thrower at level 24 on the 52nd Haze 122nd year of Ascendancy at 16:25 Killed by Isyyaba the corrupted mastocytic feeder at level 30 on the 79th Regrowth 123rd year of Ascendancy at 05:44 Killed by Adomilaith the corrupted plasmic disruptor at level 30 on the 80th Regrowth 123rd year of Ascendancy at 03:58 Killed by Celia at level 34 on the 31st Dusk 123rd year of Ascendancy at 15:43 Killed by Atamathon the Giant Golem at level 50 on the 59th Dusk 124th year of Ascendancy at 16:09 | 
Primary Stats
| Strength | 42 (base 12) | 
| Dexterity | 28 (base 9) | 
| Constitution | 57 (base 27) | 
| Magic | 160 (base 64) | 
| Willpower | 111 (base 62) | 
| Cunning | 114 (base 60) | 
Resources
| Life | 657/657 | 
| Mana | 366/366 | 
| Paradox | 300 | 
| Steam | 90/90 | 
| Healing Factor | 1.5451118176839 | 
| Regeneration | 0.38627795442098 | 
Speed
| Mental | +10% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +124.62104795839% | 
Vision
| Sight | 13 | 
| Lite | 8 | 
| Infravision | 9 | 
| See Stealth | 53.989330833238 | 
| See Invisible | 118.37643211312 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 70 | 
| Accuracy | 40 | 
| Crit Chance | 65% | 
| APR | 36 | 
| Speed | 0.91 | 
Offense: Offhand
| Damage | 7 | 
| Accuracy | 40 | 
| Crit Chance | 61% | 
| APR | 30 | 
| Speed | 0.91 | 
Offense: Spell
| Spellpower | 118 | 
| Crit Chance | 100% | 
| Speed | 1 | 
| Cooldown Reduction | 40 | 
Offense: Mind
| Mindpower | 64 | 
| Crit Chance | 55% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +52% | 
| Blight | +20% | 
| Arcane | +69% | 
| Cold | +123% | 
| All | +7% | 
| Lightning | +137% | 
| Temporal | +50% | 
| Physical | +57% | 
| Fire | +105% | 
| Nature | +25% | 
Offense: Damage Penetration
| Acid | +30% | 
| Arcane | +50% | 
| Cold | +50% | 
| All | +25% | 
| Lightning | +101% | 
| Physical | +44% | 
| Darkness | +45% | 
| Fire | +50% | 
| Nature | +35% | 
Defense: Base
| Armour (hardiness) | 53 (69.823135475018%) | 
| Defense | 78 | 
| Ranged Defense | 85 | 
| Fatigue | 0 | 
| Physical Save | 64 | 
| Spell Save | 57 | 
| Mental Save | 55 | 
Defense: Resistances
| Acid | + 70%( 70%) | 
| Blight | + 57%( 70%) | 
| Arcane | + 70%( 70%) | 
| Cold | + 70%( 70%) | 
| All | + 35%( 70%) | 
| Physical | + 57%( 70%) | 
| Lightning | + 70%( 70%) | 
| Light | + 49%( 70%) | 
| Temporal | + 70%( 70%) | 
| Mind | + 57%( 70%) | 
| Darkness | + 64%( 70%) | 
| Fire | + 70%( 70%) | 
| Nature | + 57%( 70%) | 
Defense: Immunities
| Teleport Resistance | 100% | 
| Pinning Resistance | 87% | 
| Disarm Resistance | 60% | 
| Confusion Resistance | 100% | 
| Silence Resistance | 88% | 
| Stun Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 25% | 
Inscriptions (5/5)
| Runes | Effective talent level: 2.5Rune: Stormshield Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 79 up to 5 times. Its effects scale with your Strength stat. | 
| Implants | Effective talent level: 2.5Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 46 steam. | 
| Runes | Effective talent level: 2.5Rune: Reflection Shield Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1771 damage for 6 turns. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 2.5Rune: Manasurge Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1544% for 10 turns (3043 total) and instantly restoring 77 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. | 
| Runes | Effective talent level: 2.5Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 451 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. | 
Class Talents
| Spell / Meta | 1.30 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| Spell / Occult technomancy | 1.40 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Spell / Temporal | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Spell / Air | 1.30 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Spell / Arcane | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Spell / Phantasm | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Earth | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Fire | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Storm | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| Spell / Water | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Spell / Staff combat | 1.20 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Shalore | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Aegis | 1.30 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| Steamtech / Physics | 1.00 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Spell / Divination | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Spell / Conveyance | 1.30 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Chant of Fortress | 
| talent | Hurricane | 
| talent | Energy Alteration | 
| talent | Secrets of the Eternals | 
| talent | Spellcraft | 
| talent | Keen Senses | 
| talent | Arcane Shield | 
| talent | Feather Wind | 
| talent | Metaphasic Spin | 
| talent | Disruption Shield | 
| talent | Tempest | 
| talent | Arcane Power | 
| talent | Essence of Speed | 
| talent | Premonition | 
| talent | Shielding | 
| talent | Thunderstorm | 
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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 You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You 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 again You 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 kept the Orb of Many Ways despite Tannen's request to study it. You must now 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 Spellblaze There 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 4 of Dreadfell.Escort: injured seer (level 4 of Dreadfell) As a reward you improved Magic 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 Magic by +5. | done | 
| You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell.Escort: lost defiler (level 7 of Dreadfell) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest.Escort: lost sun paladin (level 3 of Old Forest) As a reward you improved talent Chant of Fortress (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell.Escort: lost warrior (level 5 of Dreadfell) As a reward you improved talent Unflinching Resolve (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell.Escort: lost warrior (level 6 of Dreadfell) As a reward you improved talent Unflinching Resolve (+1 level(s)). | done | 
| You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest.Escort: temporal explorer (level 1 of Old Forest) As a reward you improved Magic by +5. | done | 
| You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul.Escort: temporal explorer (level 1 of Ruins of Kor'Pul) As a reward you improved talent Precognition (+1 level(s)). | done | 
| You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell.Escort: worried loremaster (level 1 of Dreadfell) As a reward you improved Magic by +5. | done | 
| You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak.Falling Toward Apotheosis Seek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| Orcs were spotted with the staff you seek in an arid waste in the southern desert.Important news You should go investigate what is happening there. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.Let's hunt some Orc Find out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done | 
| You found an ancient tome about gems.Lost Knowledge You should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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 Fortress With 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. | active | 
| The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars.Spellblaze Fallouts It has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | failed | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When 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 world Upon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done | 
| You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth.The Brotherhood of Alchemists Stire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done | 
| You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.The Doom of the World! This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You have found an orb of command that seems to be used to open the shield protecting the High Peak.The Orbs of Command There seems to be a total of four of them. The more you have the weaker the shield will be. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 3 lumberjacks have died. | done | 
| Investigate the bastions of the Pride.The many Prides of the Orcs * You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done | 
| 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 have found a slavers' compound and entered it.Till the Blood Runs Clear You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  Isurassra (0 def, 5 armour) 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Nature While equipped: Stats +2 Str +8 Mag +5 Wil +1 Con dps ---------- Spell.crit +4% ----- def ----- Armour +5 Fatigue +4% Resists +9% blight +15% temporal +11% lightning Phys.save +15 (+4 eff.) Silence- +41% Confus- +42% Pinning- +25% Stun/Frz- +50% Knockbk- +25% Teleport- +100% ---------- misc Mana/turn +0.60 Equi/ret +0.04 Max.mana +56.00 Light +1 See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  Blazekiller 1.0 T5 lite [Random Unique] Arcane/Nature While equipped: Stats +6 Wil dps ---------- Phys.crit +4.0% Crit.mult +19.00% Phys.pwr +5 (+2 eff.) Melee Ret 6 lightning 2 temporal ----- def ----- Resists +10% cold +12% mind +15% temporal Phys.save +12 (+3 eff.) Heal.mod +23% Def/telep +18 Res/telep +15% Dur/telep +26% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| On head |  Crown of the Elements (0 def, 10 armour) 2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+2 eff.) Mind.pwr +15 (+4 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed This jeweled crown shimmers with colors. | 
| On hands |  Dakhtun's Gauntlets (0 def, 6 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 ---------- misc Talents +5 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. | 
| Tool |  Growthripper (dig speed 23 turns) 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +7 Str dps ---------- Crit.mult +25.00% Phys.pwr +9 (+3 eff.) Dmg.mod +3% physical Res.pen +10% nature +5% physical Apr +9 On Hit (Melee): * 21% chance to slow global speed by 65% ----- def ----- Armour +2 Fatigue -8% ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  Elemental Fury 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. | 
| On fingers |  Windbreaker 0.1 T5 ring jewelry [Random Unique] Arcane While equipped: Stats +8 Cun +7 Mag dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% nature Res.pen +5% acid On Hit (Melee): * 20% chance to slow global speed by 65% ----- def ----- Resists +33% acid +30% cold +18% fire +12% nature +24% lightning Silence- +27% ---------- misc Mana/turn +0.40 Rings make your fingers look great! | 
| Around neck |  voratun amulet 'Shadowgore' 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Crit.mult +38.00% Spell.pwr +15 (+2 eff.) Dmg.mod +13% blight +11% fire Res.pen +20% darkness Acc +9 (+3 eff.) Apr +14 Melee Ret 4 cold ----- def ----- Resists +18% cold +22% mind +3% darkness Confus- +28% Amulets make your neck look great! | 
| In main hand |  dragonbone starstaff 'Quenchrip' (136% power, 6 apr, lightning element) 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Mag +8 Cun +9 Con dps ---------- Spell.crit +5% Crit.mult +56.00% Spell.pwr +23 (+4 eff.) Melee+ 30 fire Dmg.mod +30% lightning +9% cold +6% temporal Melee Ret 8 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +5% arcane ---------- misc Mana/turn +5.00 N.En/turn +0.20 Vim/s.crit +7.00 Max.vim +31.00 Max.N.En +50.00 See.Invis +14 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. | 
| Around waist |  Girdle of Preservation 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Defense +10 (+2 eff.) Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+5 eff.) Proj.slow +25% Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. | 
| In off hand |  Telos's Staff (Bottom Half) 5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+3 eff.) Confus- +20% ---------- misc Mana/turn +5.00 Max.mana +50.00 On Spell Hit: 25% Lightning 5 The bottom part of Telos' broken staff. | 
| Cloak |  Venomstreak (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +5 Wil +13 Cun +4 Con dps ---------- Mind.crit +8% Dmg.mod +6% nature ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning +30% temporal +27% darkness +6% nature +3% light Stun/Frz- +50% Def/telep +26 Res/telep +12% Dur/telep +19% ---------- misc See.Invis +6 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Galen's Flowing Robe (0 def, 0 armour) 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+5 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Talents +5 Arcane Dynamo Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! | 
Inventory
|  medical injector implant of the duelist (efficiency 166% / cooldown 88%) 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 166% efficiency and cooldown mod of 88%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  medical injector implant of the wizard (efficiency 245% / cooldown 94%) 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 245% efficiency and cooldown mod of 94%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  Rune of the Rift (594.00 temporal damage, removed from time 4 turns) 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 891.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Prismatic Rune (6 turns; lightning, physical, darkness, blight, cold) 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 2 physical, 3 darkness, 3 blight, 5 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Rune of Dissipation ( ) 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 12 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. | 
|  manasurge rune of the titan (regen 1070% over 10 turns; mana 54; cd 16) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1070% for 10 turns (2109 total) and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions | 
|  manasurge rune of the warrior (regen 1128% over 10 turns; mana 56; cd 16) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1128% for 10 turns (2223 total) and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions | 
|  shatter afflictions rune of the psychic (absorb 285; cd 17) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 285 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions | 
|  shielding rune of the sneak (absorb 915; dur 4; cd 14) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 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 915 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  stormshield rune (threshold 75; blocks 5; dur 4; cd 15) 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 75 up to 5 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions | 
|  3 schematic: Ablative Armour 0.1 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. | 
|  5 schematic: Acid Groove 0.1 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. | 
|  6 schematic: Air Recycler 0.1 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. | 
|  4 schematic: Alchemist's Helper 0.1 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. | 
|  5 schematic: Antimagic Shell 0.1 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. | 
|  10 schematic: Armour Reinforcement 0.1 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: Back Support 0.1 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: Black Light Emitter 0.1 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. | 
|  4 schematic: Botanical Shell 0.1 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. | 
|  9 schematic: Corrosive Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Crystal Edge 0.1 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. | 
|  8 schematic: Crystal Plating 0.1 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. | 
|  10 schematic: Deflection Field 0.1 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. | 
|  4 schematic: Explosive Shell 0.1 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: Fatal Attractor 0.1 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. | 
|  5 schematic: Fiery Salve 0.1 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: Fireproof Coating 0.1 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. | 
|  5 schematic: Flare Shell 0.1 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. | 
|  9 schematic: Flash Powder 0.1 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. | 
|  8 schematic: Focus Lens 0.1 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. | 
|  7 schematic: Frost Salve 0.1 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. | 
|  4 schematic: Fungal Web 0.1 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. | 
|  6 schematic: Galvanic Retributor 0.1 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: Grounding Strap 0.1 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: Hand Cannon 0.1 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. | 
|  4 schematic: Headlamp 0.1 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. | 
|  8 schematic: Healing Salve 0.1 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. | 
|  4 schematic: Hook Shell 0.1 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: Incendiary Groove 0.1 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: Iron Grip 0.1 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: Itching Powder 0.1 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. | 
|  6 schematic: Kinetic Stabiliser 0.1 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. | 
|  8 schematic: Lightning Coil 0.1 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. | 
|  4 schematic: Magnetic Shell 0.1 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. | 
|  5 schematic: Mana Coil 0.1 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. | 
|  7 schematic: Mental Stimulator 0.1 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: Moss Tread 0.1 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: Pain Suppressor Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Poison Groove 0.1 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. | 
|  4 schematic: Power Distributor 0.1 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. | 
|  10 schematic: Razor Edge 0.1 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: Rocket Boots 0.1 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. | 
|  6 schematic: Rustproof Coating 0.1 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. | 
|  6 schematic: Saw Projector 0.1 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. | 
|  11 schematic: Saw Shell 0.1 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. | 
|  8 schematic: Second Skin 0.1 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: Shocking Edge 0.1 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: Shocking Touch 0.1 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. | 
|  8 schematic: Silver Filigree 0.1 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: Solid Shell 0.1 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. | 
|  4 schematic: Spike Attachment 0.1 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. | 
|  8 schematic: Steamgun 0.1 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. | 
|  21 schematic: Steamsaw 0.1 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. | 
|  6 schematic: Thunder Grenade 0.1 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: Thunderclap Coating 0.1 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. | 
|  7 schematic: Toxic Cannister Launcher 0.1 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. | 
|  5 schematic: Unstoppable Force Salve 0.1 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: Viral Injector 0.1 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. | 
|  7 schematic: Viral Needlegun 0.1 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. | 
|  7 schematic: Voltaic Sentry 0.1 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: Voltaic Shell 0.1 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. | 
|  9 schematic: Water Salve 0.1 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. | 
|  4 schematic: Waterproof Coating 0.1 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: White Light Emitter 0.1 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. | 
|  8 schematic: Winterchill Edge 0.1 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 Hope 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! | 
|  The Black Core 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 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." | 
|  steel amulet 'Shockwrither' 0.1 T2 amulet jewelry [Random Unique] Master While equipped: Stats +3 Dex +4 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +6% lightning +6% light ----- def ----- Fatigue -17% Resists +3% lightning +3% light HP.reg +4.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! | 
|  Choker of Dread 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. | 
|  Mardodunagas the Winterkarma 0.1 T3 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +9 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +6% acid +16% cold +6% lightning +5% fire Res.pen +5% acid Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 54% ----- def ----- Resists +19% fire +36% cold Amulets make your neck look great! | 
|  Xeruramina the Shinelace 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str dps ---------- Phys.pwr +9 (+3 eff.) Phys.spd +10% Dmg.mod +9% physical Res.pen +27% light ----- def ----- Resists +6% blight +6% acid +21% lightning Phys.save +25 (+7 eff.) Spell.save +17 (+5 eff.) Mind.save +25 (+7 eff.) Amulets make your neck look great! | 
|  Orb of Many Ways 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 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. | 
|  Hazejustice 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Resists +3% cold +3% fire +3% nature +5% arcane Rings make your fingers look great! | 
|  Malarofang the copper ring 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Mag ----- def ----- Fatigue -4% Resists +3% blight +5% arcane ---------- misc Max.enc +21 Max.hate +8.00 Light +3 See.Invis +3 Rings make your fingers look great! | 
|  psionicist's copper ring of clarity 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +11 (+4 eff.) Confus- +23% Rings make your fingers look great! | 
|  Chargesmasher the steel ring 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +3% mind Melee Ret 6 lightning ----- def ----- Resists +3% lightning Spell.save +8 (+2 eff.) Max.HP +25.00 Disarm- +20% Pinning- +20% Knockbk- +22% Rings make your fingers look great! | 
|  Koritar the gold ring 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +16% blight ----- def ----- Defense +10 (+2 eff.) Resists +16% blight +6% acid +3% mind +12% lightning Max.HP +60.00 Heal.mod +20% Disease- +20% Stun/Frz- +20% Knockbk- +20% Rings make your fingers look great! | 
|  The Black Ring 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." | 
|  Ring of the Dead 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. | 
|  stralite quartz ring 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! | 
|  Blazeidol the voratun ring 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +6% light Res.pen +10% light ----- def ----- Resists +6% nature +18% fire Spell.save +6 (+2 eff.) Max.HP +94.00 Disarm- +88% Pinning- +77% Knockbk- +83% Rings make your fingers look great! | 
|  voratun Windborne Azurite ring 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +8 Str +8 Dex +8 Cun +6 Con dps ---------- Phys.pwr +11 (+4 eff.) Mov.spd +15% Dmg.mod +20% lightning ----- def ----- Ignore.dmg +8% Affinity +20% lightning Rings make your fingers look great! | 
|  voratun ring 'Halenaridig' 0.1 T5 ring jewelry [Random Unique] Arcane While equipped: Stats +10 Mag +6 Wil +6 Cun dps ---------- Spell.crit +2% Spell.pwr +23 (+4 eff.) Dmg.mod +3% blight Res.pen +15% blight ----- def ----- Spell.save +12 (+3 eff.) Blind- +43% ---------- misc Infravis +4 See.Stealth +16 See.Invis +20 Rings make your fingers look great! | 
|  Chameyadunaran the elven-wood starstaff (129% power, 5 apr, lightning element) 5.0 T4 staff 1H weapon [Random Unique] Arcane/Nature/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +7% Phys.pwr +9 (+3 eff.) Spell.pwr +19 (+3 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +3% mind +25% lightning Acc +7 (+2 eff.) ----- def ----- Defense +11 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.20 Max.mana +50.00 Max.hate +4.00 Max.psi +20.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 4.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area and deals 305.36 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  elven-wood magestaff of the prodigy (129% power, 5 apr, lightning element) 5.0 T4 staff 2H weapon [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +12 Mag +11 Wil +10 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) S.pwr/crit +7 Dmg.mod +25% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Arerama (136% power, 6 apr, lightning element) 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +17 Mag +18 Wil +26 Cun +9 Con dps ---------- Spell.crit +5% Crit.mult +19.00% Spell.pwr +22 (+3 eff.) S.pwr/crit +9 Dmg.mod +30% lightning +6% physical Res.pen +15% physical Phasing +24% Melee Ret 8 physical ----- def ----- Defense +20 (+4 eff.) Shield.pwr +17% Phys.save +9 (+3 eff.) ---------- misc N.En/turn +0.20 Vim/s.crit +7.00 Max.stam +10.00 Max.vim +38.00 Max.N.En +50.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Awakened Staff of Absorption (172% power, 60 apr, fire element) 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+7 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." | 
|  Darkking (136% power, 6 apr, fire element) 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +16% Spell.pwr +33 (+5 eff.) Dmg.mod +30% fire Res.pen +5% darkness +10% cold ----- def ----- Armour +8 Hardiness +10% Phys.save +12 (+3 eff.) ---------- misc Mana/turn +0.50 Max.P.En +15.00 Max.N.En +15.00 Infravis +2 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. | 
|  magewarrior's short dragonbone magestaff of might (136% power, 6 apr, cold element) 5.0 T5 staff 1H weapon [Ego+] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +17% Phys.pwr +10 (+3 eff.) Spell.pwr +23 (+4 eff.) Dmg.mod +30% cold Acc +8 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Blade of Distorted Time (150% power, 40 apr) 3.0 T4 longsword 1H weapon Reqs Str 44 [Unique] Arcane Power 150% Range: 1.4x Uses 20% Mag, 90% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 180 temporal damage and slows enemies in radius 6 of the target by 190% based on Magic While equipped: dps ---------- Dmg.mod +30% temporal +30% physical ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 5.5 Pwr.cost 10 out of 10/10. Range 9 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 103% damage. Then teleport next to a second random enemy, attacking for 103% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. | 
|  Dagger of the Past (129% power, 20 apr) 1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 129% Range: 1.3x Uses 50% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. | 
|  hateful voratun dagger of enduring (148% power, 9 apr) 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Nature/Psionic Power 148% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +14 darkness Against +11% Living While equipped: Stats +8 Con +10 Wil ----- def ----- Max.HP +55.00 Sharp, short and deadly. | 
|  thorny mindstar 'Strikeweeper' (94% power, 24 apr, mind damage) 3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +16 lightning On Crit.r2 +12 lightning On Hit: * 20% chance to reduce strength, dexterity, and constitution by 44 While equipped: Stats +2 Mag dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +21% blight ----- def ----- Resists +15% lightning +17% fire +12% blight +15% cold ---------- misc Mana/turn +0.08 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Psionic/Absorption 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. | 
|  wyrm's living mindstar of storms (111% power, 40 apr, mind damage) 3.0 T5 mindstar 1H weapon [Ego++] Nature Power 111% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +2 Mag +4 Wil +3 Cun +4 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 15 lightning 4 physical 4 cold 8 acid 7 fire Dmg.mod +8% lightning Res.pen +10% lightning ----- def ----- Resists +21% lightning +5% physical +6% fire +3% cold +5% acid ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  Lightoracle (91% power, 0 apr) 3.0 T3 steamsaw 1H weapon [Random Unique] Arcane/Master/Psionic/Steamtech Power 127% Range: 1.5x Uses 100% Mag Dmg Phys.bleed Mastery Metaphasic Spin Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 Melee+ +11 darkness +12 temporal Against +13% Living On Crit.r2 +12 temporal Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +4 Mag dps ---------- Phys.crit +12.0% Phys.pwr +8 (+3 eff.) Dmg.mod +9% temporal +13% light +12% darkness ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +3% temporal +12% light +13% darkness ---------- misc Light +2 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  Salykira the stralite steamsaw (65% power, 0 apr) 3.0 T4 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 136% Range: 1.5x Uses 100% Mag Dmg Phys.bleed Mastery Metaphasic Spin Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +70 Melee+ +9 light Against +11% Undead On Crit.r2 +16 arcane Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +9% blight Res.pen +10% blight +10% arcane Acc +9 (+3 eff.) ----- def ----- Armour +10 Defense +19 (+4 eff.) Fatigue +10% Resists +5% arcane Disarm- +40% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  Bethotira the Obsidianarc (150% power, 0 apr) 3.0 T5 steamsaw 1H weapon Reqs Str 48 [Random Unique] Arcane/Master/Steamtech Power 150% Range: 1.5x Uses 100% Mag Dmg Phys.bleed Mastery Metaphasic Spin Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +98 Melee+ +16 darkness On Hit: * Create an explosion dealing 168 cold damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 168 damage On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +14 (+5 eff.) S.pwr/crit +2 Dmg.mod +17% cold Res.pen +15% nature +25% cold ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Vim/s.crit +2.00 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  Glacierbreacher the voratun steamsaw (164% power, 4 apr) 3.0 T5 steamsaw 1H weapon Reqs Str 48 [Random Unique] Arcane/Nature/Master/Steamtech Power 164% Range: 1.5x Uses 100% Mag Dmg Phys.bleed Mastery Metaphasic Spin Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +5.0% Atk.spd 100% Block +100 On Crit.r2 +12 physical On Hit: 20% Curse of Vulnerability 5 Uses 1.0 Steam While equipped: Stats +10 Str +9 Dex +8 Mag +11 Wil +7 Cun +12 Con ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +12% cold ---------- misc Max.stam +30.00 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  stormbringer's voratun steamsaw of enduring (151% power, 0 apr) 3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego++] Nature/Steamtech Power 151% Range: 1.5x Uses 100% Mag Dmg Phys.bleed Mastery Metaphasic Spin Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +92 On Crit.r2 +19 lightning +21 cold Uses 1.0 Steam While equipped: Stats +11 Con +11 Wil dps ---------- Mov.spd +43% Res.pen +11% lightning +12% cold ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Max.HP +86.00 ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  voratun steamsaw 'Gleamwisp' (150% power, 14 apr) 3.0 T5 steamsaw 1H weapon Reqs Str 48 [Random Unique] Arcane/Nature/Psionic/Steamtech Power 150% Range: 1.5x Uses 100% Mag Dmg Phys.bleed Mastery Metaphasic Spin Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +5.0% Atk.spd 100% Block +107 Phasing +18% On Crit.r2 +74 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam While equipped: Stats +4 Mag dps ---------- Crit.mult +15.00% All.spd +11% Dmg.mod +3% blight Res.pen +23% fire ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +3% light ---------- misc Light +2 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  Tulurand (0 def, 8 armour, 136 block) 7.0 T4 shield armor Reqs Shield usage training [Random Unique] Nature/Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +11 Str +4 Dex +5 Mag +3 Wil +2 Cun dps ---------- Acc +10 (+3 eff.) On Melee Ret: * 18% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Fatigue +8% Resists +14% physical +13% temporal Shield.near.proj +66 Proj.slow +23% ---------- misc Light +1 Infravis +2 See.Invis +3 Talents +1 Block Handheld deflection devices. | 
|  Shieldsmaiden (5 def, 20 armour, 150 block) 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +20 Defense +5 (+1 eff.) Rng.Def +12 (+2 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. | 
|  timebroken linen robe of alchemy (0 def, 0 armour) 2.0 T1 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +6% acid +5% physical +7% temporal +6% fire +7% arcane +6% cold ----- def ----- Resists +12% acid +11% physical +10% fire +11% cold +7% all ---------- misc Max.mana +10.00 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Vestments of the Conclave (0 def, 0 armour) 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+2 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. | 
|  Firewalker (15 def, 2 armour) 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+3 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. | 
|  Robe of the Archmage (10 def, 10 armour) 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+5 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. | 
|  Worm Nest (0 def, 0 armour) 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+2 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 15 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. | 
|  Maletofang the elven-silk robe (0 def, 0 armour) 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Str +7 Mag +6 Wil dps ---------- Mind.crit +3% Mind.pwr +7 (+2 eff.) Dmg.mod +14% lightning +34% physical +23% darkness +19% cold Res.pen +9% darkness +12% physical Melee Ret 6 acid ----- def ----- Resists +8% blight +13% cold +11% lightning +15% all Die.at -20.00 life Max.HP +87.00 HP.reg +2.50 Heal.mod +11% Silence- +20% Pinning- +20% ---------- misc Max.hate +13.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  elven-silk robe 'Malaroddarain' (0 def, 0 armour) 2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +7 Str +9 Mag +13 Wil dps ---------- Spell.crit +17% Spell.pwr +34 (+5 eff.) Dmg.mod +30% lightning +24% physical +20% cold ----- def ----- Resists +13% lightning +11% cold +15% all Spell.save +30 (+8 eff.) ---------- misc Mana/turn +0.28 Max.mana +71.00 Light +3 Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  cured leather armour 'Saleda' (6 def, 4 armour) 9.0 T2 light armor [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +10% mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +3% temporal +18% cold Max.HP +58.00 HP.reg +4.20 Heal.mod +11% A suit of armour made of leather. | 
|  Mayolle the Stormblood 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +5 Mag +2 Wil +2 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% lightning Res.pen +10% lightning ----- def ----- Phys.save +6 (+2 eff.) A belt that goes around your waist. | 
|  insulating rough leather belt of carrying 1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Resists +5% fire +5% cold ---------- misc Max.enc +20 A belt that goes around your waist. | 
|  rough leather belt 'Flowersun' 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +6% acid Res.pen +15% light Against +19% Summoned Melee Ret 8 acid 2 light ----- def ----- Resists +9% nature D.Red.from +19% Summoned A belt that goes around your waist. | 
|  Girdle of the Calm Waters 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. | 
|  Emblem of Evasion 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 5.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 23 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. | 
|  Yvoseyalaith the Glowsweep 1.0 T5 belt armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +5% Crit.mult +15.00% Dmg.mod +9% blight +9% arcane +9% light Res.pen +10% light ----- def ----- Armour +15 Resists +18% darkness ---------- misc Mana/s.crit +2.07 Create a temporary shield that absorbs 665 damage Puts all charms on 30 cooldown A belt that goes around your waist. | 
|  Polevena the Blazesmasher (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Mag dps ---------- Res.pen +15% light ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 ---------- misc Mana/turn +0.08 Max.mana +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Strikeimmortal (12 def, 6 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +15% lightning ----- def ----- Armour +6 Defense +12 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  linen cloak of the voidstalker (1 def, 0 armour) 2.0 T1 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +11% darkness +11% temporal Def/telep +12 Res/telep +11% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Dridunaredin the cashmere cloak (2 def, 8 armour) 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +10 (+2 eff.) ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +16% temporal +16% darkness +13% cold Spell.save +12 (+3 eff.) Def/telep +21 Res/telep +12% Dur/telep +20% ---------- misc Max.vim +30.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  cashmere cloak 'Tulylethad' (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% Spell.pwr +20 (+3 eff.) Mind.pwr +10 (+3 eff.) S.pwr/crit +4 Dmg.mod +6% arcane ----- def ----- Defense +2 (+1 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Mana/s.crit +2.00 Max.hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  pair of rough leather boots of speed (0 def, 1 armour) 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. | 
|  The Black Boots (2 def, 1 armour) 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." | 
|  Cyruletira the Treesmash (0 def, 5 armour) 2.0 T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Dex +2 Mag +9 Wil +3 Cun +6 Con dps ---------- Mind.pwr +8 (+2 eff.) Res.pen +10% acid +8% physical ----- def ----- Armour +5 Resists +13% lightning +14% temporal +6% nature ---------- misc Light +3 Blindside: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. | 
|  Islomina the pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Str +3 Mag +3 Wil +6 Con dps ---------- Mind.crit +2% ----- def ----- Armour +3 Fatigue +2% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Kuhor (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +1% physical +6% fire +3% mind +5% cold Die.at -20.00 life ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Anti-Gravity Boots (8 def, 8 armour) 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 5% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (212 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (355 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. | 
|  Steam Powered Boots (8 def, 15 armour) 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! | 
|  Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. | 
|  restful hardened leather gloves of dexterity (+2) (0 def, 2 armour) 1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +11 (+4 eff.) ----- def ----- Armour +2 HP.reg +4.00 ---------- misc Stam/turn +0.70 Max.stam +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Spellhunt Remnants (1 def, 2 armour) 1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+1 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. | 
|  Duryharatontir the Darkzephyr (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Mag +5 Wil +4 Con dps ---------- Spell.pwr +9 (+2 eff.) Melee+ 6 lightning 8 arcane Dmg.mod +5% lightning +4% arcane +9% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 30% ----- def ----- Armour +2 Fatigue +3% Resists +3% arcane +5% lightning Phys.save +21 (+6 eff.) Spell.save +8 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +38% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! | 
|  Duvayabers the cashmere wizard hat (2 def, 0 armour) 2.0 T3 head armor [Random Unique] Arcane/Nature While equipped: Stats +2 Dex +2 Wil dps ---------- Dmg.mod +30% lightning +9% temporal +15% arcane ----- def ----- Defense +2 (+1 eff.) Resists +44% lightning Crit.chn- 15.00% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +66.00 A pointy cloth hat, very wizardly... | 
|  Arthuhir the Magmavenom (0 def, 1 armour) 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Mag +5 Wil +2 Cun +3 Con dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +3% fire ----- def ----- Armour +1 Fatigue +1% Resists +9% cold ---------- misc See.Invis +6 A cap made of leather. | 
|  Cloud Caller (0 def, 0 armour) 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 2.5 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 175.24 to 525.71 lightning damage (350.48 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. | 
|  Eleniredunandil (1 def, 0 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% blight ----- def ----- Defense +1 (+0 eff.) Resists +3% acid +3% blight +6% lightning Phys.save +9 (+3 eff.) Max.HP +80.00 A pointy cloth hat, very wizardly... | 
|  Nimbusstreak (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +10% nature +6% lightning ----- def ----- Defense +1 (+0 eff.) Resists +15% nature +6% mind ---------- misc Light +2 A pointy cloth hat, very wizardly... | 
|  Charwill the dwarven-steel helm (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +12 Dex +3 Wil +4 Cun dps ---------- Mind.pwr +4 (+1 eff.) S.pwr/crit +4 ----- def ----- Armour +4 Fatigue +4% Resists +13% darkness +9% fire Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  3 aquamarine 0.0 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. | 
|  5 opal 0.0 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. | 
|  4 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  2 amethyst 0.0 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. | 
|  6 onyx 0.0 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. | 
|  4 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  6 emerald 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  4 garnet 0.0 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. | 
|  5 quartz 0.0 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. | 
|  3 sapphire 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  8 jade 0.0 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. | 
|  9 turquoise 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  7 ruby 0.0 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. | 
|  9 amber 0.0 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. | 
|  30 bloodstone 0.0 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. | 
|  20 fire opal 0.0 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. | 
|  28 diamond 0.0 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. | 
|  30 moonstone 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  19 pearl 0.0 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. | 
|  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 On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. 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. | 
|  Crystal Focus 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. | 
|  Pearl of Life and Death 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. | 
|  Atamathon's Ruby Eye 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 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. | 
|  Burning Star 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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. | 
|  Runed Skull 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. | 
|  2017 alchemist agate 0.0 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. | 
|  41 alchemist bloodstone 0.0 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. | 
|  brass lantern 2.0 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. | 
|  brass lantern 'Flashwedge' 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun +3 Wil dps ---------- Mind.pwr +20 (+5 eff.) Res.pen +5% fire ----- def ----- Resists +3% fire Phys.save +6 (+2 eff.) Heal.mod +13% ---------- misc Psi/ret +0.12 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. | 
|  dreamer's brass lantern of corpselight 2.0 T1 lite [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.crit +4% Mind.crit +5% Spell.pwr +4 (+1 eff.) Mind.pwr +5 (+1 eff.) ----- def ----- Resists +6% blight +6% darkness Mind.save +5 (+2 eff.) ---------- misc Light +3 Infravis +4 See.Invis +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 40 blight damage or heals 50 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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. | 
|  Wintertide Phial 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. | 
|  Umbraphage 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 221.49 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. | 
|  alchemist's lamp 'Xanumiwyn' 1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Melee Ret 6 mind 21 fire ----- def ----- Defense +25 (+5 eff.) Resists +27% cold +8% fire Phys.save +9 (+3 eff.) Mind.save +9 (+3 eff.) Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  dwarven lantern 'Glacierbrace' 1.0 T5 lite [Random Unique] Arcane/Nature While equipped: Stats +6 Str +2 Mag +6 Wil +1 Cun +5 Con dps ---------- Phys.crit +5.0% Spell.crit +6% Crit.mult +18.00% Phys.pwr +8 (+3 eff.) Spell.pwr +5 (+1 eff.) Dmg.mod +9% cold ----- def ----- Resists +14% blight +15% darkness Crit.chn- 15.00% Phys.save +14 (+4 eff.) Heal.mod +30% ---------- misc Light +5 Infravis +6 See.Invis +12 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 40 blight damage or heals 50 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
|  Automated Portable 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. | 
|  stralite deflection field 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +8 (+2 eff.) Proj.slow +20% Tinkers can be attached to normal items to improve them with steam power! | 
|  stralite rocket boots 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +4 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! | 
|  voratun mental stimulator 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +10 Cun ----- def ----- Mind.save +15 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! | 
|  arcane dynamo 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to armor/cloth When attached: ---------- misc Talents +3 Arcane Dynamo Allows the use of Technomancy spells. Tinkers can be attached to normal items to improve them with steam power! | 
|  stralite razor edge 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! | 
|  Rungof's Fang 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  iron pickaxe of endurance (dig speed 38 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 18 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. | 
|  Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
|  Dragon Orb (Orb of Command) 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. | 
|  Elemental Orb (Orb of Command) 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. | 
|  Orb of Destruction (Orb of Command) 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. | 
|  Orb of Many Ways 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. | 
|  Orb of Undeath (Orb of Command) 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  piercing steel torque of clear mind [power 2]  (25 cooldown) 2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  Aerezilaregochik the Dazzleschism [power 2]  (25 cooldown) 2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% light +6% nature Melee Ret 6 light ----- def ----- Resists +3% light ---------- misc Light +3 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 3 talent cooldowns by 2. 100% to increase all damage by 15% for 2 turns. 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  Forbidden Tome: "Of Knowledge And Horrors" 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. | 
|  Forbidden Tome: "The Day It Came" 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? | 
|  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. | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
 A dangerous secret (Insane (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Insane (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.By Discoelf the Shalore Archmage level 39
53rd Dusk 123rd year of Ascendancy at 10:15 see stats
 A different point of view (Insane (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Insane (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Discoelf the Shalore Archmage level 50
13rd Regrowth 124th year of Ascendancy at 01:29 see stats
 Against all odds (Insane (Adventure) difficulty)
			Killed Ukruk in the ambush.
			Against all odds (Insane (Adventure) difficulty)
			Killed Ukruk in the ambush.By Discoelf the Shalore Archmage level 39
48th Dusk 123rd year of Ascendancy at 23:39 see stats
 Arachnophobia (Insane (Adventure) difficulty)
			Destroyed the spydric menace.
			Arachnophobia (Insane (Adventure) difficulty)
			Destroyed the spydric menace.By Discoelf the Shalore Archmage level 44
69th Dusk 123rd year of Ascendancy at 16:17 see stats
 Are you out of your mind?! (Insane (Adventure) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
			Are you out of your mind?! (Insane (Adventure) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Discoelf the Shalore Archmage level 45
75th Dusk 123rd year of Ascendancy at 21:06 see stats
 Atamathoned! (Insane (Adventure) difficulty)
			Killed the giant golem Atamathon after foolishly reactivating it.
			Atamathoned! (Insane (Adventure) difficulty)
			Killed the giant golem Atamathon after foolishly reactivating it.By Discoelf the Shalore Archmage level 50
59th Dusk 124th year of Ascendancy at 18:37 see stats
 Back and there again (Insane (Adventure) difficulty)
			Opened a portal to the Far East from Maj'Eyal.
			Back and there again (Insane (Adventure) difficulty)
			Opened a portal to the Far East from Maj'Eyal.By Discoelf the Shalore Archmage level 50
4th Regrowth 124th year of Ascendancy at 21:12 see stats
 Brave new world (Insane (Adventure) difficulty)
			Went to the Far East and took part in the war.
			Brave new world (Insane (Adventure) difficulty)
			Went to the Far East and took part in the war.By Discoelf the Shalore Archmage level 42
65th Dusk 123rd year of Ascendancy at 01:25 see stats
 Bringer of Doom (Insane (Adventure) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Insane (Adventure) difficulty)
			Killed a Bringer of Doom.By Discoelf the Shalore Archmage level 50
6th Dusk 124th year of Ascendancy at 08:46 see stats
 Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Discoelf the Shalore Archmage level 20
10th Haze 122nd year of Ascendancy at 19:33 see stats
 Destroyer's bane (Insane (Adventure) difficulty)
			Killed Golbug the Destroyer.
			Destroyer's bane (Insane (Adventure) difficulty)
			Killed Golbug the Destroyer.By Discoelf the Shalore Archmage level 41
60th Dusk 123rd year of Ascendancy at 15:27 see stats
 Dragon's Greed (Insane (Adventure) difficulty)
			Amassed 8000 gold pieces.
			Dragon's Greed (Insane (Adventure) difficulty)
			Amassed 8000 gold pieces.By Discoelf the Shalore Archmage level 34
31st Dusk 123rd year of Ascendancy at 22:52 see stats
 Evil denied (Insane (Adventure) difficulty)
			Won ToME by preventing the Void portal from opening.
			Evil denied (Insane (Adventure) difficulty)
			Won ToME by preventing the Void portal from opening.By Discoelf the Shalore Archmage level 50
8th Dusk 124th year of Ascendancy at 21:42 see stats
 Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.By Discoelf the Shalore Archmage level 22
25th Haze 122nd year of Ascendancy at 23:43 see stats
 Eye of the storm (Insane (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Insane (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Discoelf the Shalore Archmage level 33
19th Dusk 123rd year of Ascendancy at 11:04 see stats
 Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!
			Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!By Discoelf the Shalore Archmage level 33
15th Dusk 123rd year of Ascendancy at 11:57 see stats
 Fear of Fours (Insane (Adventure) difficulty)
			Killed all four bosses of the Slime Tunnels.
			Fear of Fours (Insane (Adventure) difficulty)
			Killed all four bosses of the Slime Tunnels.By Discoelf the Shalore Archmage level 50
8th Flare 124th year of Ascendancy at 11:18 see stats
 Gem of the Moon (Insane (Adventure) difficulty)
			Completed the Master Jeweler quest with Limmir.
			Gem of the Moon (Insane (Adventure) difficulty)
			Completed the Master Jeweler quest with Limmir.By Discoelf the Shalore Archmage level 50
73rd Pyre 124th year of Ascendancy at 02:35 see stats
 Guiding Hand (Insane (Adventure) difficulty)
			Saved all escorted adventurers.
			Guiding Hand (Insane (Adventure) difficulty)
			Saved all escorted adventurers.By Discoelf the Shalore Archmage level 37
44th Dusk 123rd year of Ascendancy at 02:09 see stats
 Home sweet home (Insane (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Insane (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Discoelf the Shalore Archmage level 28
49th Regrowth 123rd year of Ascendancy at 12:38 see stats
 I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.
			I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Discoelf the Shalore Archmage level 46
75th Dusk 123rd year of Ascendancy at 23:24 see stats
 Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
			Got saved from death in the Godfeaster by Malyu and managed to escape.
			Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
			Got saved from death in the Godfeaster by Malyu and managed to escape.By Discoelf the Shalore Archmage level 31
1st Time of Balance 123rd year of Ascendancy at 02:18 see stats
 Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Discoelf the Shalore Archmage level 10
15th Dusk 122nd year of Ascendancy at 18:35 see stats
 Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Discoelf the Shalore Archmage level 20
76th Dusk 122nd year of Ascendancy at 20:40 see stats
 Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.
			Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.By Discoelf the Shalore Archmage level 30
78th Regrowth 123rd year of Ascendancy at 12:13 see stats
 Level 40 (Insane (Adventure) difficulty)
			Got a character to level 40.
			Level 40 (Insane (Adventure) difficulty)
			Got a character to level 40.By Discoelf the Shalore Archmage level 40
56th Dusk 123rd year of Ascendancy at 04:41 see stats
 Level 50 (Insane (Adventure) difficulty)
			Got a character to level 50.
			Level 50 (Insane (Adventure) difficulty)
			Got a character to level 50.By Discoelf the Shalore Archmage level 50
1st Allure 124th year of Ascendancy at 13:51 see stats
 Orcrist (Insane (Adventure) difficulty)
			Killed the leaders of the Orc Pride.
			Orcrist (Insane (Adventure) difficulty)
			Killed the leaders of the Orc Pride.By Discoelf the Shalore Archmage level 50
28th Pyre 124th year of Ascendancy at 14:07 see stats
 Overpowered! (Insane (Adventure) difficulty)
			Did over 6000 damage in one attack.
			Overpowered! (Insane (Adventure) difficulty)
			Did over 6000 damage in one attack.By Discoelf the Shalore Archmage level 50
5th Flare 124th year of Ascendancy at 14:14 see stats
 Poisonous (Insane (Adventure) difficulty)
			Sided with the assassin lord.
			Poisonous (Insane (Adventure) difficulty)
			Sided with the assassin lord.By Discoelf the Shalore Archmage level 23
33rd Haze 122nd year of Ascendancy at 23:10 see stats
 Race through fire (Insane (Adventure) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.
			Race through fire (Insane (Adventure) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Discoelf the Shalore Archmage level 50
10th Pyre 124th year of Ascendancy at 10:14 see stats
 Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.By Discoelf the Shalore Archmage level 47
8th Haze 123rd year of Ascendancy at 02:04 see stats
 Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.
			Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.By Discoelf the Shalore Archmage level 25
53rd Haze 122nd year of Ascendancy at 04:04 see stats
 Sliders (Insane (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.
			Sliders (Insane (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.By Discoelf the Shalore Archmage level 42
60th Dusk 123rd year of Ascendancy at 19:57 see stats
 Tactical master (Insane (Adventure) difficulty)
			Fought the two Sorcerers without closing any invocation portals.
			Tactical master (Insane (Adventure) difficulty)
			Fought the two Sorcerers without closing any invocation portals.By Discoelf the Shalore Archmage level 50
8th Dusk 124th year of Ascendancy at 21:41 see stats
 That was close (Insane (Adventure) difficulty)
			Killed your target while having only 1 life left.
			That was close (Insane (Adventure) difficulty)
			Killed your target while having only 1 life left.By Discoelf the Shalore Archmage level 34
31st Dusk 123rd year of Ascendancy at 15:43 see stats
 The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Discoelf the Shalore Archmage level 8
8th Flare 122nd year of Ascendancy at 13:14 see stats
 The Legend of Garkul (Insane (Adventure) difficulty)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Insane (Adventure) difficulty)
			Learned the five chapters of the Legend of Garkul.By Discoelf the Shalore Archmage level 50
48th Regrowth 124th year of Ascendancy at 23:38 see stats
 The Right thing to do (Insane (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Insane (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Discoelf the Shalore Archmage level 31
20th Pyre 123rd year of Ascendancy at 06:02 see stats
 The Sun Still Shines (Insane (Adventure) difficulty)
			Aeryn survived the last battle.
			The Sun Still Shines (Insane (Adventure) difficulty)
			Aeryn survived the last battle.By Discoelf the Shalore Archmage level 50
8th Dusk 124th year of Ascendancy at 21:42 see stats
 The bigger the better! (Insane (Adventure) difficulty)
			Did over 3000 damage in one attack.
			The bigger the better! (Insane (Adventure) difficulty)
			Did over 3000 damage in one attack.By Discoelf the Shalore Archmage level 50
10th Regrowth 124th year of Ascendancy at 12:31 see stats
 The sky is falling! (Insane (Adventure) difficulty)
			Saw a huge meteor falling from the sky.
			The sky is falling! (Insane (Adventure) difficulty)
			Saw a huge meteor falling from the sky.By Discoelf the Shalore Archmage level 19
74th Dusk 122nd year of Ascendancy at 13:51 see stats
 There and back again (Insane (Adventure) difficulty)
			Opened a portal to Maj'Eyal from the Far East.
			There and back again (Insane (Adventure) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Discoelf the Shalore Archmage level 47
15th Haze 123rd year of Ascendancy at 11:15 see stats
 Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.By Discoelf the Shalore Archmage level 23
26th Haze 122nd year of Ascendancy at 14:21 see stats
 Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Discoelf the Shalore Archmage level 16
54th Dusk 122nd year of Ascendancy at 20:41 see stats
 Vampire crusher (Insane (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Insane (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Discoelf the Shalore Archmage level 38
48th Dusk 123rd year of Ascendancy at 03:13 see stats
Log
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
There is a portal back here (press '' or right click to use).
Saving game...
Saving done.
You don't see how to get there...
Ran for 3 turns (stop reason: interesting character).
You don't see how to get there...
Bought:  shatter afflictions rune of the wizard (absorb 451; cd 12) for 36.73 gold.
You have no more inscription slots.
You are now inscribed with Rune: Shatter Afflictions.
Resting starts...
Talent Rune: Shatter Afflictions is ready to use.
Rested for 5 turns (stop reason: all resources and life at maximum).
There is a portal back here (press '' or right click to use).
Ran for 35 turns (stop reason: at exit).
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
The furious lightning storm around Discoelf calms down and disappears.














































































