












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Showing Items Tier in Inventory 1.5.5This 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 Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Enhanced Object Compare 1.5.0Improves the "Press  
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. | 
| Campaign | Maj'Eyal | 
| Mode | Normal Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Alchemist | 
| Level / Exp | 22 / 29% | 
| Size | medium | 
| Lifes / Deaths | Killed by Poltergeist Bloomsoul at level 22 on the 6th Regrowth 123rd year of Ascendancy at 13:32/ 1 | 
Primary Stats
| Strength | 18 (base 10) | 
| Dexterity | 16 (base 10) | 
| Constitution | 36 (base 24) | 
| Magic | 48 (base 48) | 
| Willpower | 29 (base 11) | 
| Cunning | 42 (base 35) | 
Resources
| Life | -57/529 | 
| Mana | 73/212 | 
| Vim | 164/184 | 
| Healing Factor | 0.68932038834947 | 
| Regeneration | 0.17233009708737 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -15% | 
| Spell | 0% | 
| Global | +85.626456574588% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| See Invisible | 3 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 49 | 
| Accuracy | 18 | 
| Crit Chance | 12% | 
| APR | 15 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 39 | 
| Crit Chance | 26% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 31 | 
| Crit Chance | 10% | 
| Speed | 1 | 
Offense: Damage Bonus
| Cold | +68% | 
| Acid | +10% | 
| Fire | 0% | 
| All | 0% | 
Offense: Damage Penetration
| Cold | +33% | 
Defense: Base
| Armour (hardiness) | -1.1444345922174 (30%) | 
| Defense | 13 | 
| Ranged Defense | 13 | 
| Fatigue | 14 | 
| Physical Save | 25 | 
| Spell Save | 23 | 
| Mental Save | 25 | 
Defense: Resistances
| Acid | + 40%( 70%) | 
| Arcane | + 4%( 70%) | 
| Cold | + 70%( 70%) | 
| All | 0%( 70%) | 
| Lightning | + 40%( 70%) | 
| Light | + 2%( 70%) | 
| Physical | + 14%( 70%) | 
| Darkness | + 2%( 70%) | 
| Fire | + 26%( 70%) | 
| Nature | + 22%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Stun Resistance | 30% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 477 life over 5 turns. Its effects scale with your Willpower stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Runes | Effective talent level: 1.0Rune: Manasurge Use mode: Activated Range: melee/personal Cooldown: 20 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 1126% for 10 turns (690 total) and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. | 
| Runes | Effective talent level: 1.0Rune: Reflection Shield Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 340 damage for 5 turns. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 626% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. | 
Class Talents
| Spell / Advanced-golemancy | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Explosive admixtures | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Spell / Golemancy | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Frost alchemy | 1.60 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Fire alchemy | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Acid alchemy | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Generic Talents
| Spell / Stone alchemy | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Spell / Staff combat | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Ice Core | 
| talent | Frost Infusion | 
| talent | Defensive Posture | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns).Runic Saturation | 
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%.  While stunned talents cooldown twice as slow.Stunned | 
| detrimental effect | Huge cut that bleeds, doing 72.30 physical damage per turn and decreasing all heals received by 50%.Deep Wound | 
| detrimental effect | The target has been splashed with acid, taking 10.40 acid damage per turn, reducing armour by 7 and attack by 7.Acid Splash | 
| detrimental effect | Badly off balance. Global damage is reduced by 15%.Off-balance | 
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%.Spellshocked | 
| detrimental effect | The target has been dominated.  It is unable to move and has lost 13 armor and 19 defense. Attacks from Poltergeist Bloomsoul gain 43% damage penetration.Dominated | 
| detrimental effect | Reduces global action speed by 16%.Slow | 
| beneficial effect | The mana surge engulfs the target, regenerating 5.63 mana per turn.Surging mana | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave | active | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul.Escort: lone alchemist (level 1 of Ruins of Kor'Pul) As a reward you improved talent Staff Mastery (+1 level(s)). | done | 
| You successfully escorted the lost defiler to the recall portal on level 1 of Daikara.Escort: lost defiler (level 1 of Daikara) As a reward you improved talent Curse of Death (+1 level(s)). | done | 
| You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest.Escort: worried loremaster (level 2 of Old Forest) As a reward you learnt talent Disarm (+1 level(s)). | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | 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 Minotaur. * 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 | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| 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. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed xorn fragment. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed wretchling eyeball. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active | 
| 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! | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 4 lumberjacks have died. | 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 |  Frost Treads (1 def, 4 armour) 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. | 
| Quiver |  92 alchemist opal 0.0 T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. | 
| Light source |  bright brass lantern of health 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  Crown of Command (3 def, 6 armour) 3.0 T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 9/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. | 
| Tool |  evasive ash totem of healing [power 188]  (4/15 cooldown) 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  titan's steel ring of corrosion (+20%) 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Phys.save +6 (+3 eff.) Rings can have magical properties. | 
| On fingers |  Vargh Redemption 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 8.27 cold and 4.91 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 1/60 This azure ring seems to be always moist to the touch. | 
| Around waist |  Eilinylaith the Strikesever 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 lightning ----- def ----- Resists +12% lightning +3% nature +3% light Max.HP +31.00 A belt that goes around your waist. | 
| In main hand |  Ivobeth (15-18 power, 3 apr, cold element) 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Cun +4 Str dps ---------- Spell.crit +16% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold ----- def ----- Resists +7% cold Crit.dmg- 5.00% ---------- misc See.Invis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
| On hands |  polar dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) 1.5 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 7 cold Dmg.mod +4% cold Acc +12 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% cold Metal gloves protecting the hands up to the middle of the lower arm. | 
| Main armor |  Silk Current  (12 def, 2 armour) 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Armour +2 Defense +12 (+9 eff.) Resists +9% all +15% cold ---------- misc Masteries +0.30 Spell/Water +0.30 Spell/Ice +0.30 Spell/Frost alchemy On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. | 
| Cloak |  murderer's linen cloak of implacability (1 def, 0 armour) 2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +3 (+2 eff.) Apr +5 ----- def ----- Defense +1 (+1 eff.) Phys.save +7 (+4 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Liseda the Winterpeal 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% cold On Hit (Melee): * 20% chance to slow global speed by 0% ----- def ----- Resists +14% lightning +3% darkness +12% fire +5% arcane +6% acid Stun/Frz- +30% Amulets can have magical properties. | 
Inventory
|  heroism infusion of the sneak (die at -276; dur 5; cd 32) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -276 life. The duration and life will increase by 1% for every 1% life you have lost (currently 582 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  movement infusion of the sneak (speed 533%; cd 17) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 533% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions | 
|  regeneration infusion (heal 188; 14 cd) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 188 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions | 
|  regeneration infusion of the duelist (heal 146; 14 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 146 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions | 
|  wild infusion (res 17%; magical; dur 4; cd 15) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions | 
|  wild infusion of the wizard (res 24%; physical; dur 4; cd 13) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions | 
|  acid wave rune (damage 41; dur 4; cd 20) 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 41.14 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  biting gale rune (damage 32; dur 4; cd 22) 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 32.18 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  blink rune of the titan (range 5; phase 16; cd 16) 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. 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. | 
|  manasurge rune (regen 880% over 10 turns; mana 44; cd 13) 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 880% for 10 turns (539 total) and instantly restoring 44 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 (absorb 198; dur 6; cd 15) 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 198 damage for 6 turns. 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 | 
|  teleportation rune of the sneak (range 64; cd 11) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 64 with a minimum range of 15. 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. | 
|  Camidas the gold amulet 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +3% mind Melee Ret 2 mind On Hit (Melee): * 20% chance to slow global speed by 0% ----- def ----- Resists +9% blight +6% fire +5% arcane +6% acid Amulets can have magical properties. | 
|  Dawnlore 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +10% light ----- def ----- Resists +3% acid +16% light +3% cold +6% nature +16% darkness Heal.mod +15% Blind- +23% Confus- +20% Amulets can have magical properties. | 
|  Dourtrail the gold amulet 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+7 eff.) Res.pen +10% darkness Apr +2 ----- def ----- Resists +9% physical ---------- misc Stam/turn +0.50 Light +3 See.Invis +9 Amulets can have magical properties. | 
|  Feathersteel Amulet 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+11 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. | 
|  Taintoozer the copper amulet 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light Melee Ret 2 nature On Hit (Melee): * 10% chance to slow global speed by 0% ----- def ----- Resists +6% light +11% temporal Pinning- +22% Knockbk- +21% Amulets can have magical properties. | 
|  cleansing steel amulet of healing 0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +10% nature +16% blight Heal.mod +12% Poison- +20% Disease- +28% Cut- +60% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 157 life. The life healed will increase with your Mindpower. Amulets can have magical properties. | 
|  copper amulet of constitution (+3) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets can have magical properties. | 
|  grounding steel amulet 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +22% Amulets can have magical properties. | 
|  stabilizing copper amulet of mastery (0.11 Spell / Golemancy) 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% temporal Pinning- +21% Knockbk- +21% ---------- misc Masteries +0.11 Spell/Golemancy Amulets can have magical properties. | 
|  warrior's copper amulet 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. | 
|  copper ring of fire (+20%) 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Rings can have magical properties. | 
|  marksman's copper ring of corrosion (+22%) 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% acid Acc +6 (+3 eff.) ----- def ----- Resists +22% acid Rings can have magical properties. | 
|  mule's steel ring of clarity 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -5% Mind.save +6 (+3 eff.) Confus- +21% ---------- misc Max.enc +22 Rings can have magical properties. | 
|  savage's steel ring of pilfering 0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +3 Con dps ---------- Acc +8 (+4 eff.) Apr +9 ----- def ----- Defense +8 (+7 eff.) Spell.save +13 (+6 eff.) ---------- misc Max.stam +13.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 111% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. | 
|  savior's copper ring of lightning (+20%) 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Phys.save +7 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Rings can have magical properties. | 
|  solipsist's steel ring 0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +7 (+3 eff.) Rings can have magical properties. | 
|  steel ring of time (+12%) 0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% temporal ----- def ----- Resists +12% temporal Rings can have magical properties. | 
|  titan's steel ring of blight (+11%) 0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight Phys.save +6 (+3 eff.) Rings can have magical properties. | 
|  warrior's steel ring 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Rings can have magical properties. | 
|  warrior's steel ring of tenacity 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +23.00 Disarm- +22% Pinning- +24% Knockbk- +22% Rings can have magical properties. | 
|  flaming dwarven-steel battleaxe of shearing (32.5-48.75 power, 2 apr) 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Arcane/Master Power 32.5 - 48.8 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +16 fire While equipped: dps ---------- Res.pen +10% all Acc +7 (+4 eff.) Apr +12 Massive two-handed battleaxes. | 
|  chilling dwarven-steel dagger of amnesia (20-26 power, 7 apr) 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Psionic Power 20.0 - 26.0 Physical Uses 45% Str, 45% Dex Acc+ +0.2% crit / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 cold On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. | 
|  manaburning steel greatmaul of massacre (39-58.5 power, 2 apr) 5.0 T2 greatmaul 2H weapon [Ego] Disrupt/Master Power 39.0 - 58.5 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 17 arcane resource burn Massive two-handed mauls. | 
|  Tideobsidian (23-36.8 power, 2 apr) 3.0 T2 greatsword 2H weapon [Rare] Arcane Power 23.0 - 36.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +10 fire While equipped: dps ---------- Spell.crit +4% Dmg.mod +18% arcane Res.pen +25% cold ----- def ----- Resists +6% cold Massive two-handed swords. | 
|  balanced dwarven-steel greatsword of erosion (35-56 power, 2 apr) 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Nature/Master Power 35.0 - 56.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 nature While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +9 (+8 eff.) Disarm- +39% Massive two-handed swords. | 
|  enhanced yew longbow 4.0 T3 longbow 2H weapon Reqs Dex 24 [Ego+] Nature Acc+ +0.2% crit / acc Atk.spd 100% Range +8 While equipped: Stats +5 Str +8 Dex +9 Mag +5 Wil +11 Cun +9 Con Longbows are used to shoot arrows at your foes. | 
|  mighty yew longbow of cold 4.0 T3 longbow 2H weapon Reqs Dex 24 [Ego] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 100% Range +8 Ranged+ +9 cold While equipped: Stats +5 Str dps ---------- Phys.pwr +14 (+6 eff.) Dmg.mod +12% cold Longbows are used to shoot arrows at your foes. | 
|  penetrating ash longbow 4.0 T2 longbow 2H weapon [Ego+] Arcane Acc+ +0.2% crit / acc Atk.spd 100% Range +7 While equipped: dps ---------- Res.pen +14% physical Longbows are used to shoot arrows at your foes. | 
|  steel longsword of massacre (24-33.6 power, 3 apr) 3.0 T2 longsword 1H weapon [Ego] Master Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. | 
|  truestriking steel longsword of rage (15.5-21.7 power, 3 apr) 3.0 T2 longsword 1H weapon [Ego++] Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +6% physical Res.pen +7% physical Acc +14 (+7 eff.) Apr +7 Sharp, long, and deadly. | 
|  Eye of Summer (8-8.8 power, 18 apr, fire damage) 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. | 
|  mitotic thorny mindstar of clarity (7-7.7 power, 24 apr, mind damage) 3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 7.0 - 7.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +24 Crit +7.5% Atk.spd 100% On Hit: * 7% chance to slow global speed by 0% * 8% chance to reduce armor by 0% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +4 (+2 eff.) ---------- misc Max.psi +27.00 Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown 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. | 
|  mitotic thorny mindstar of frost (9-9.9 power, 24 apr, mind damage) 3.0 T3 mindstar 1H weapon [Ego++] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +24 Crit +11.5% Atk.spd 100% On Hit: * 8% chance to slow global speed by 0% * 9% chance to reduce armor by 0% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 7 cold Dmg.mod +7% cold Res.pen +8% cold ----- def ----- Armour +8 Resists +9% cold ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown 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. | 
|  mighty cured leather sling of enduring 4.0 T2 sling 1H weapon [Ego+] Nature/Master Acc+ +0.1% dam / acc Atk.spd 100% Range +7 While equipped: Stats +2 Str +6 Wil +7 Con dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Max.HP +23.00 Slings are used to hurl stones or metal shots at your foes. | 
|  elm vilestaff 'Bloomwarden' (10-12 power, 2 apr, darkness element) 5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Str +1 Dex +4 Cun dps ---------- Spell.crit +8% Mind.crit +1% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness On Hit (Melee): * 10% chance to slow global speed by 0% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  yew starstaff of breaching (20-24 power, 4 apr, darkness element) 5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness Res.pen +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  elemental dwarven-steel waraxe (21.5-30.1 power, 4 apr) 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 68 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +11% cold Res.pen +9% cold One-handed war axes. | 
|  rough leather belt of unlife 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
|  resilient linen cloak of Iron Throne (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Yvotta the cashmere robe (0 def, 0 armour) 2.0 T3 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.crit +5% Spell.pwr +17 (+6 eff.) Dmg.mod +15% darkness +19% mind Res.pen +20% blight Melee Ret 2 mind ----- def ----- Resists +3% blight +25% mind +22% darkness +11% all ---------- misc Mana/turn +0.22 Max.mana +59.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  linen robe of nature (+18%) (0 def, 0 armour) 2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Resists +18% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  mindwoven woollen robe of life (0 def, 0 armour) 2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +7% blight +9% all Mind.save +16 (+8 eff.) Max.HP +48.00 HP.reg +2.00 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  blighted rough leather gloves of magic (+3) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 6 blight Dmg.mod +4% arcane +4% blight ----- def ----- Armour +1 Resists +6% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) 1.5 T2 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +14 (+7 eff.) ----- def ----- Armour +2 Fatigue +3% Metal gloves protecting the hands up to the middle of the lower arm. | 
|  restful dwarven-steel gauntlets of spellstriking (0 def, 2 armour) 1.5 T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 8 arcane Dmg.mod +3% arcane ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane HP.reg +3.00 ---------- misc Stam/turn +0.60 Max.stam +18.00 Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Giludan (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning +5% fire +7% cold Die.at -20.00 life Cut- +20% Pinning- +10% A cap made of leather. | 
|  Steel Helm of Garkul (0 def, 6 armour) =corki= 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. | 
|  cashmere wizard hat of knowledge (2 def, 0 armour) 2.0 T3 head armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+2 eff.) A pointy cloth hat, very wizardly... | 
|  eldritch cashmere wizard hat of balance (2 def, 0 armour) 2.0 T3 head armor [Ego+] Arcane/Psionic While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Defense +2 (+2 eff.) ---------- misc Mana/turn +1.20 Mana/ret +1.30 Equi/ret +0.70 Psi/ret +1.30 Hate/ret +1.30 Max.mana +49.00 Manaflow: Puts all charms on 40 cooldown Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 9 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... | 
|  fearwoven cashmere wizard hat (2 def, 0 armour) 2.0 T3 head armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +5 (+2 eff.) Dmg.mod +8% darkness +10% physical ----- def ----- Defense +2 (+2 eff.) Resists +6% darkness +7% physical ---------- misc Max.hate +7.00 A pointy cloth hat, very wizardly... | 
|  iron helm of strength (+3) (0 def, 3 armour) =str= 3.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  stabilizing linen wizard hat of corrosion (+15%) (1 def, 0 armour) 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% acid ----- def ----- Defense +1 (+1 eff.) Resists +15% acid Phys.save +5 (+3 eff.) A pointy cloth hat, very wizardly... | 
|  starseer's cashmere wizard hat of darkness (+19%) (2 def, 0 armour) 2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +17% darkness +3% temporal +6% light +7% physical ----- def ----- Defense +2 (+2 eff.) Resists +19% darkness A pointy cloth hat, very wizardly... | 
|  prismatic steel mail armour (2 def, 6 armour) 14.0 T2 heavy armor Reqs Str 20 [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +10% light +11% darkness A suit of armour made of mail. | 
|  cleansing cured leather armour of acid resistance (6 def, 4 armour) 9.0 T2 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +12% blight +12% nature +16% acid A suit of armour made of leather. | 
|  prismatic cured leather armour of lightning resistance (6 def, 4 armour) 9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +15% lightning +12% light +10% darkness A suit of armour made of leather. | 
|  windwalling steel shield of fire resistance (+12%) (0 def, 4 armour, 41 block) 7.0 T2 shield armor [Ego+] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Armour +4 Fatigue +8% Resists +15% fire +12% physical Proj.slow +10% ---------- misc Talents +1 Block Handheld deflection devices. | 
|  4 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  5 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  33 aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  4 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  36 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  45 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Tooth of the Mouth (dig speed 12 turns) 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
|  woodsman's iron pickaxe (dig speed 37 turns) 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  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. | 
|  2 emerald 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  jade 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  16 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Summertide Phial 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(82 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  bright alchemist's lamp of focus 1.0 T3 lite [Ego] Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Imp Claw 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 50.77 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. | 
|  Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 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. | 
|  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. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Annulment (1/1) 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. | 
|  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. | 
|  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. | 
|  extending iron torque of gale force [power 100]  (4/15 cooldown) 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 42 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. | 
|  iron torque of clear mind [power 1]  (4/25 cooldown) 2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  soothing steel torque of psionic shield [power 49]  (4/25 cooldown) 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 25 cooldown 100% to heal for 40. Torques are made by powerful psionics to store psionic powers. | 
|  steel torque of mindblast [power 175]  (4/15 cooldown) 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 74 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  innervating ash totem of thorny skin [power 26]  (4/20 cooldown) 2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to reduce fatigue by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  29 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  Armeravon the Umbradeath [power 200]  (4/20 cooldown) 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +5 Wil dps ---------- Melee Ret 4 nature 6 darkness ----- def ----- Crit.dmg- 15.00% ---------- misc Infravis +3 Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 49. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Camazilasin the Rainhue [power 212]  (4/15 cooldown) 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Mind.pwr +25 (+11 eff.) Dmg.mod +9% cold ----- def ----- Resists +3% cold ---------- misc Hate/m.crit +4.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 18 lightning damage and will be dazed for 1 turn (90 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  5 quartz 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  22 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  29 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  27 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Bringer of Doom (Roguelike)
			Killed a Bringer of Doom.
			Bringer of Doom (Roguelike)
			Killed a Bringer of Doom.By Peperon the Cornac Alchemist level 16
30th Haze 122nd year of Ascendancy at 21:48 see stats
 Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.By Peperon the Cornac Alchemist level 8
9th Mirth 122nd year of Ascendancy at 22:32 see stats
 Exterminator (Roguelike)
			Killed 1000 creatures.
			Exterminator (Roguelike)
			Killed 1000 creatures.By Peperon the Cornac Alchemist level 19
62nd Haze 122nd year of Ascendancy at 17:02 see stats
 Level 10 (Roguelike)
			Got a character to level 10.
			Level 10 (Roguelike)
			Got a character to level 10.By Peperon the Cornac Alchemist level 10
9th Flare 122nd year of Ascendancy at 18:04 see stats
 Level 20 (Roguelike)
			Got a character to level 20.
			Level 20 (Roguelike)
			Got a character to level 20.By Peperon the Cornac Alchemist level 20
79th Haze 122nd year of Ascendancy at 17:01 see stats
 Rescuer of the lost (Roguelike)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Roguelike)
			Rescued the merchant from the assassin lord.By Peperon the Cornac Alchemist level 14
70th Dusk 122nd year of Ascendancy at 10:25 see stats
 Size matters (Roguelike)
			Did over 600 damage in one attack.
			Size matters (Roguelike)
			Did over 600 damage in one attack.By Peperon the Cornac Alchemist level 21
1st Decay 122nd year of Ascendancy at 23:04 see stats
 The Arena (Roguelike)
			Unlocked Arena mode.
			The Arena (Roguelike)
			Unlocked Arena mode.By Peperon the Cornac Alchemist level 7
78th Pyre 122nd year of Ascendancy at 15:10 see stats
 The Right thing to do (Roguelike)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Roguelike)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Peperon the Cornac Alchemist level 19
63rd Haze 122nd year of Ascendancy at 07:38 see stats
 The secret city (Roguelike)
			Discovered the truth about mages.
			The secret city (Roguelike)
			Discovered the truth about mages.By Peperon the Cornac Alchemist level 8
4th Flare 122nd year of Ascendancy at 15:53 see stats
 The sky is falling! (Roguelike)
			Saw a huge meteor falling from the sky.
			The sky is falling! (Roguelike)
			Saw a huge meteor falling from the sky.By Peperon the Cornac Alchemist level 17
51st Haze 122nd year of Ascendancy at 00:51 see stats
 Thralless (Roguelike)
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless (Roguelike)
			Freed at least 30 enthralled slaves in the slavers' compound.By Peperon the Cornac Alchemist level 19
62nd Haze 122nd year of Ascendancy at 15:34 see stats
Log
Peperon casts Rune: Manasurge.
Peperon starts to surge mana.
Melee retaliation hits Poltergeist Bloomsoul for 3 lightning, 18 cold (22 total damage).
Poltergeist Bloomsoul's Beyond the Flesh hits Peperon for 99 physical, 19 physical, 10 lightning (130 total damage).
Poltergeist Bloomsoul receives 15 healing from Unnatural Body.
Poltergeist Bloomsoul uses Kinetic Leech.
Peperon slows down.
Peperon regains balance.
Peperon brandishes Vargh Redemption, calling forth the might of the oceans!
Poltergeist Bloomsoul's Beyond the Flesh performs a melee critical strike against Peperon!
Peperon is cut deeply.
Peperon is covered in acid!
Poltergeist Bloomsoul's Beyond the Flesh hits Peperon for 159 physical, 19 physical, 10 lightning (190 total damage).
Melee retaliation hits Poltergeist Bloomsoul for 3 lightning, 13 cold (17 total damage).
Poltergeist Bloomsoul uses Kinetic Surge.
Poltergeist Bloomsoul's mind surges with critical power!
Peperon is stunned!
Poltergeist Bloomsoul hits Peperon for 192 physical damage.
Peperon the level 22 cornac alchemist was struck to death by a Poltergeist Bloomsoul on level 2 of Ruined halfling complex.
Peperon deactivates Ice Core.
Peperon deactivates Frost Infusion.
Peperon is no longer dominated.
Peperon is not stunned anymore.
Peperon's deep wound closes.
Peperon stops surging mana.
Peperon is free from the acid.
Peperon speeds up.
Peperon deactivates Defensive Posture.






































