














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 | Female | 
| Race | Thalore | 
| Class | Summoner | 
| Level / Exp | 18 / 92% | 
| Size | medium | 
| Lifes / Deaths | Killed by Arilraba the lesser vampire at level 18 on the 37th Haze 122nd year of Ascendancy at 20:27/ 1 | 
Primary Stats
| Strength | 12 (base 10) | 
| Dexterity | 19 (base 16) | 
| Constitution | 39 (base 23) | 
| Magic | 21 (base 10) | 
| Willpower | 50 (base 37) | 
| Cunning | 57 (base 30) | 
Resources
| Life | -112/521 | 
| Equilibrium | 59 | 
| Psi | 160/160 | 
| Healing Factor | 1.4781339712919 | 
| Regeneration | 54.617050239237 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| Infravision | 5 | 
| See Stealth | 35.580577165004 | 
| See Invisible | 35.580577165004 | 
Offense: Mainhand
| Damage | 39 | 
| Accuracy | 32 | 
| Crit Chance | 17% | 
| APR | 29 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 35 | 
| Accuracy | 32 | 
| Crit Chance | 19% | 
| APR | 22 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 23 | 
| Crit Chance | 15% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 48 | 
| Crit Chance | 26% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +3% | 
| Arcane | +35% | 
| Cold | +40% | 
| All | 0% | 
| Lightning | +38% | 
| Temporal | +3% | 
| Physical | +15% | 
| Fire | +34% | 
| Nature | +5% | 
Offense: Damage Penetration
| Lightning | +25% | 
| Physical | +6% | 
| Fire | +30% | 
| Arcane | +25% | 
| Cold | +25% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 8 (50.629139072848%) | 
| Defense | 23 | 
| Ranged Defense | 23 | 
| Fatigue | 0 | 
| Physical Save | 28 | 
| Spell Save | 22 | 
| Mental Save | 38 | 
Defense: Resistances
| Cold | + 52%( 70%) | 
| Lightning | + 63%( 70%) | 
| Nature | + 45%( 70%) | 
| Temporal | + 38%( 70%) | 
| Blight | + 34%( 70%) | 
| Physical | + 44%( 70%) | 
| Fire | + 36%( 70%) | 
| All | + 32%( 70%) | 
Defense: Immunities
| Stun Resistance | 25% | 
| Instadeath Resistance | 100% | 
| Pinning Resistance | 0% | 
| Poison Resistance | 20% | 
| Knockback Resistance | 40% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 222 life over 5 turns. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 18 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. | 
| Infusions | Effective talent level: 1.0Infusion: Healing 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. | 
Class Talents
| Wild-gift / Summoning (utility) | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Wild-gift / Summoning (melee) | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Wild-gift / Summoning (advanced) | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Summoning (distance) | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Wild-gift / Call of the wild | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Wild-gift / Mindstar mastery | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Harmony | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Thalore | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Master Summoner | 
| talent | Psiblades | 
| talent | Chant of Fortress | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns).Infusion Saturation | 
| detrimental effect | The target is hexed, granting it 33% chance each turn to be dazed for 3 turns.Pacification Hex | 
| detrimental effect | Cannot heal higher than 521 life.Blood Lock | 
| beneficial effect | A flow of life spins around the target, regenerating 36.00 life per turn.Regeneration | 
| beneficial effect | The target ignores pain, reducing all damage taken by 14%.Pain Suppression | 
| beneficial effect | Increases the effectiveness of all healing the target receives by 10%.Gift of the Woods | 
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 | 
| You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair.Escort: injured seer (level 2 of Norgos Lair) As a reward you improved talent Nature's Touch (+1 level(s)). | done | 
| You successfully escorted the injured seer to the recall portal on level 3 of Trollmire.Escort: injured seer (level 3 of Trollmire) As a reward you improved talent Earth's Eyes (+1 level(s)). | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara.Escort: lost sun paladin (level 2 of Daikara) As a reward you improved talent Chant of Fortress (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad.Madness of the Ages On the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. | 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 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 length of troll intestine. * You've found the needed wretchling eyeball. * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed vial of elder vampire blood. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 | 
Equipment
| On feet |  Issoleg the pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid On Hit (Melee): * 10% chance to reduce armor by 0% ----- def ----- Armour +1 Resists +12% lightning +6% fire +5% cold Heal.mod +5% A pair of boots made of leather. | 
| Light source |  Xerassra the brass lantern 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.crit +4% ----- def ----- Phys.save +5 (+3 eff.) Heal.mod +12% ---------- 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. | 
| On head |  elven-silk wizard hat 'Scaldwing' (3 def, 0 armour) 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Mag +13 Cun +6 Con dps ---------- Dmg.mod +3% temporal +10% arcane +9% fire Res.pen +5% fire ----- def ----- Defense +3 (+1 eff.) Resists +9% temporal Mind.save +20 (+7 eff.) Arcane Eye: (Instant) Puts all charms on 6 cooldown Level 5.0 Pwr.cost 6 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... | 
| On hands |  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 These gloves are coated with a thick, green liquid. | 
| Tool |  supercharged ash totem of stinging [power 266]  (10/11 cooldown) 2.0 T2 totem charm [Ego+] Nature Sting an enemy dealing 279 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown Natural totems are made by powerful wilders to store nature power. | 
| 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 |  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 20.50 cold and 16.84 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 36 power out of 60/60 This azure ring seems to be always moist to the touch. | 
| Around neck |  grounding steel amulet of constitution (+3) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +15% lightning Stun/Frz- +25% Amulets can have magical properties. | 
| In main hand |  gifted thorny mindstar of life (9-9.9 power, 29 apr, mind damage) 3.0 T3 mindstar 1H weapon [Ego] Nature Power 9.0 - 9.9 Mind Uses 72% Wil, 43% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +29 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +14 (+5 eff.) ----- def ----- Max.HP +23.00 HP.reg +0.70 ---------- 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. | 
| Around waist |  Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. | 
| In off hand |  Kinetic Focus (6-6.6 power, 22 apr, physical damage) 3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 72% Wil, 43% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +22 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +11 (+4 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. | 
| Cloak |  Wrap of Stone (0 def, 0 armour) 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.2 Pwr.cost 36 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 65.12 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. | 
| Main armor |  focusing woollen robe of lightning (+19%) (0 def, 0 armour) 2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +13% lightning ----- def ----- Resists +19% lightning +9% all ---------- misc Mana/turn +0.10 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
Inventory
|  healing infusion (heal 42; cd 11) 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 instantly heal yourself for 42 then cleanse 1 wound, poison, and disease effect. 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 | 
|  healing infusion of the titan (heal 138; cd 12) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution 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 | 
|  movement infusion of the sneak (speed 606%; cd 8) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 606% 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. | 
|  Rune of Reflection (--) 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 205 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. | 
|  blink rune (range 3; phase 15; cd 14) 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Feathersteel Amulet 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 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. | 
|  clarifying copper amulet of vision 0.1 T1 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +12% mind Blind- +10% Confus- +20% ---------- misc Infravis +3 Sight +2 See.Invis +5 Amulets can have magical properties. | 
|  copper amulet of constitution (+2) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets can have magical properties. | 
|  restful copper amulet 0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Amulets can have magical properties. | 
|  steel amulet of dexterity (+4) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex Amulets can have magical properties. | 
|  steel amulet of perfection (0.14 Wild-gift / Summoning (advanced),0.14 Wild-gift / Mindstar mastery) 0.1 T2 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.14 Wild-gift/Summoning (advanced) +0.14 Wild-gift/Mindstar mastery Amulets can have magical properties. | 
|  warrior's steel amulet of dexterity (+2) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.20 Amulets can have magical properties. | 
|  Galurokan the copper ring 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 0 ----- def ----- Resists +6% temporal HP.reg +2.00 Blind- +10% Disarm- +20% Stun/Frz- +25% Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. | 
|  copper ring of fire (+22%) 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings can have magical properties. | 
|  mule's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +22 Rings can have magical properties. | 
|  mule's copper ring of tenacity 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% Max.HP +20.00 Disarm- +22% Pinning- +20% Knockbk- +20% ---------- misc Max.enc +20 Rings can have magical properties. | 
|  psionicist's copper ring of tenacity 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Max.HP +21.00 Disarm- +23% Pinning- +21% Knockbk- +22% Rings can have magical properties. | 
|  rogue's copper ring of darkness (+22%) 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +4 (+2 eff.) Resists +22% darkness Rings can have magical properties. | 
|  rogue's steel ring of sensing 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Blind- +25% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Rings can have magical properties. | 
|  steel ring of the mind (+11%) 0.1 T2 ring jewelry [Ego] Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Rings can have magical properties. | 
|  treant's steel ring of pilfering 0.1 T2 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +7 (+6 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Resists +7% nature +5% blight Poison- +12% Disease- +12% Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. | 
|  warrior's steel ring of arcana (+0.15/turn) 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Silence- +25% ---------- misc Mana/turn +0.15 Rings can have magical properties. | 
|  wizard's copper ring 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings can have magical properties. | 
|  wizard's steel ring of light (+20%) 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Spell.save +4 (+2 eff.) Rings can have magical properties. | 
|  balanced steel dagger of massacre (20-26 power, 6 apr) 1.0 T2 dagger 1H weapon [Ego] Master Power 20.0 - 26.0 Physical Uses 45% Str, 45% Dex Acc+ +0.2% crit / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+5 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +28% Sharp, short and deadly. | 
|  thought-forged steel dagger of the mystic (13.5-17.55 power, 6 apr) 1.0 T2 dagger 1H weapon [Ego] Arcane/Psionic Power 13.5 - 17.6 Physical Uses 45% Str, 45% Dex Acc+ +0.2% crit / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 mind On Hit: * 13% chance to reduce all saves and defense by 0 While equipped: Stats +2 Mag +3 Wil +2 Cun dps ---------- Spell.pwr +7 (+4 eff.) Sharp, short and deadly. | 
|  steel greatsword of vileness (26-41.6 power, 2 apr) 3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Arcane Power 26.0 - 41.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 0 Massive two-handed swords. | 
|  balanced iron longsword of vileness (12-16.8 power, 2 apr) 3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 0 While equipped: dps ---------- Acc +6 (+6 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +23% Sharp, long, and deadly. | 
|  balanced steel mace of erosion (11.5-16.1 power, 3 apr) 3.0 T2 mace 1H weapon Reqs Str 16 [Ego] Nature/Master Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +6 (+6 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +25% Blunt and deadly. | 
|  gifted vined mindstar (4-4.4 power, 18 apr, nature damage) 3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+3 eff.) ---------- 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. | 
|  gifted vined mindstar (6-6.6 power, 18 apr, nature damage) 3.0 T2 mindstar 1H weapon [Ego] Nature Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) ---------- 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. | 
|  gifted vined mindstar of balance (6-6.6 power, 18 apr, nature damage) 3.0 T2 mindstar 1H weapon [Ego] Nature Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.50 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. | 
|  mossy mindstar of resolve (2.5-2.75 power, 12 apr, mind damage) 3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Spell.save +3 (+1 eff.) ---------- 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. | 
|  mossy mindstar of resolve (2-2.2 power, 12 apr, nature damage) 3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Spell.save +2 (+1 eff.) ---------- 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. | 
|  nature's vined mindstar of balance (5.5-6.05 power, 18 apr, mind damage) 3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +4% blight Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Disease- +11% ---------- misc Equi/ret +0.50 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. | 
|  vined mindstar of storms (5-5.5 power, 18 apr, mind damage) 3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +2 Mag +3 Wil +1 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 4 lightning Dmg.mod +5% lightning Res.pen +4% lightning ----- def ----- Resists +6% lightning ---------- 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. | 
|  enhanced dwarven-steel steamgun 4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Nature/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Str +4 Dex +3 Mag +5 Wil +3 Cun +4 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  blurring rough leather belt of carrying 1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +8 (+4 eff.) Fatigue -5% Stealth +6 ---------- misc Max.enc +21 A belt that goes around your waist. | 
|  rough leather belt 1.0 T1 belt armor [Normal] A belt that goes around your waist. | 
|  rough leather belt of transcendence 1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +5 (+3 eff.) A belt that goes around your waist. | 
|  Chalukhad the linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +90.00 HP.reg +2.00 Confus- +20% Pinning- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Wind's Whisper (4 def, 0 armour) 2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+2 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 30 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. | 
|  cashmere cloak 'Crackleraven' (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +3 Wil +8 Cun dps ---------- Res.pen +25% lightning Acc +5 (+5 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  enveloping linen cloak of the Shaloren (6 def, 0 armour) 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +2 Wil ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) 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 Iron Throne (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  regal linen cloak of Eldoral (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Dex +2 Wil +1 Cun ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  mindwoven woollen robe of the mind (+11%) (0 def, 0 armour) 2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +11% mind ----- def ----- Resists +11% mind +9% all Mind.save +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  shimmering woollen robe of light (+21%) (0 def, 0 armour) 2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% arcane +14% light ----- def ----- Resists +21% light +9% all ---------- misc Max.mana +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  grounding pair of hardened leather boots (0 def, 3 armour) 2.0 T3 feet armor [Ego] Nature While equipped: ----- def ----- Armour +3 Resists +6% lightning +8% temporal A pair of boots made of leather. | 
|  traveler's pair of iron boots of rushing (0 def, 3 armour) 3.0 T1 feet armor [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Rush: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Cyrygatha (0 def, 2 armour) 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +2 Dex +3 Mag dps ---------- Phys.crit +4.0% Dmg.mod +7% arcane +9% acid ----- def ----- Armour +2 Resists +9% acid Die.at -80.00 life Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  temporal hardened leather gloves (0 def, 2 armour) 1.0 T2 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 8 temporal Ranged+ 8 temporal Dmg.mod +5% temporal ----- def ----- Armour +2 Resists +5% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  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 1.0 Pwr.cost 9 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 55.14 to 165.43 lightning damage (110.29 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. | 
|  Crown of Burning Pain (13 def, 0 armour) 4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Armour +0 Defense +13 (+6 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 15 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 43.50 fire and 37.33 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. | 
|  Ivomina the Shadownigh (0 def, 3 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +4 Dex +5 Con dps ---------- Phys.pwr +5 (+2 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 0% ----- def ----- Armour +3 Fatigue +3% Crit.dmg- 15.00% A cap made of leather. | 
|  stabilizing iron helm of strength (+2) (0 def, 3 armour) 3.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  radiant dwarven-steel mail armour (3 def, 8 armour) 14.0 T3 heavy armor Reqs Str 28 [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +12% blight +12% darkness ---------- misc Light +2 A suit of armour made of mail. | 
|  steel mail armour of the deep (2 def, 8 armour) 14.0 T2 heavy armor Reqs Str 20 [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +12% Resists +5% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. | 
|  cured leather armour of lightning resistance (6 def, 4 armour) 9.0 T2 light armor Reqs Str 14 [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +17% lightning A suit of armour made of leather. | 
|  prismatic steel plate armour of cold resistance (0 def, 9 armour) 17.0 T2 massive armor Reqs Str 28 [Ego] Arcane/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +17% cold +11% light +10% darkness A suit of armour made of metal plates. | 
|  shocking dwarven-steel shield (0 def, 6 armour, 80.5 block) 7.0 T3 shield armor Reqs Str 24 [Ego] Nature While equipped: dps ---------- Melee+ 8 lightning Melee Ret 4 lightning ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. | 
|  8 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  6 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. | 
|  lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  4 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. | 
|  6 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  miner's iron pickaxe (dig speed 30 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  4 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Aleroddadin the Dawnedge 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex +4 Wil dps ---------- Dmg.mod +5% mind +6% light ----- def ----- Resists +9% blight ---------- 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. | 
|  Curebait 2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Melee Ret 2 nature On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% lightning +15% cold +3% darkness +3% all Spell.save +5 (+2 eff.) ---------- 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. | 
|  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.(107 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  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. | 
|  Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. | 
|  Rod of Recall (3/3) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. | 
|  pouch of steel shots of wind (3/19, 19.5-23.4 power, 2 apr) 3.0 T2 shot ammo [Ego] Nature Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 19 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 88 physical damage Shots are used with slings to pummel your foes to death. | 
|  iron torque of gale force [power 100]  (10/9 cooldown) 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 115 physical damage Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  piercing steel torque of mindblast [power 150]  (10/9 cooldown) 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  focusing elm totem of thorny skin [power 17]  (10/12 cooldown) 2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 12 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. | 
|  5 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. | 
|  ash wand of clairvoyance [power 10]  (10/9 cooldown) 2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 45 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  ash wand of conjuration [power 155]  (10/9 cooldown) 2.0 T2 wand charm [Ego] Arcane Fire a magical bolt dealing 155 cold damage Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  focusing ash wand of shielding [power 176]  (10/12 cooldown) 2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  6 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  8 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  6 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Bringer of Doom (Roguelike)
			Killed a Bringer of Doom.
			Bringer of Doom (Roguelike)
			Killed a Bringer of Doom.By La Vandina the Thalore Summoner level 16
3rd Haze 122nd year of Ascendancy at 04:04 see stats
 Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.By La Vandina the Thalore Summoner level 8
5th Flare 122nd year of Ascendancy at 07:21 see stats
 Level 10 (Roguelike)
			Got a character to level 10.
			Level 10 (Roguelike)
			Got a character to level 10.By La Vandina the Thalore Summoner level 10
4th Dusk 122nd year of Ascendancy at 01:30 see stats
 Shasshhiy'Kaish (Roguelike)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.
			Shasshhiy'Kaish (Roguelike)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By La Vandina the Thalore Summoner level 17
36th Haze 122nd year of Ascendancy at 07:34 see stats
 The Arena (Roguelike)
			Unlocked Arena mode.
			The Arena (Roguelike)
			Unlocked Arena mode.By La Vandina the Thalore Summoner level 8
10th Flare 122nd year of Ascendancy at 13:47 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 La Vandina the Thalore Summoner level 17
32nd Haze 122nd year of Ascendancy at 00:52 see stats
 The secret city (Roguelike)
			Discovered the truth about mages.
			The secret city (Roguelike)
			Discovered the truth about mages.By La Vandina the Thalore Summoner level 12
16th Dusk 122nd year of Ascendancy at 08:53 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 La Vandina the Thalore Summoner level 17
31st Haze 122nd year of Ascendancy at 09:13 see stats
 Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.
			Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.By La Vandina the Thalore Summoner level 18
37th Haze 122nd year of Ascendancy at 01:22 see stats
Log
Poison from La Vandina hits Arilraba the lesser vampire for 5 fire, 2 cold, 4 lightning, 5 arcane (19 total damage).
La Vandina activates her supercharged ash totem of stinging!
Arilraba the lesser vampire is poisoned!
La Vandina hits Arilraba the lesser vampire for 11 fire, 6 cold, 10 lightning, 11 arcane (41 total damage).
Arilraba the lesser vampire casts Invoke Darkness.
Arilraba the lesser vampire's spell attains critical power!
Arilraba the lesser vampire hits La Vandina for 175 darkness damage.
War hound hits Arilraba the lesser vampire for 51 physical damage.
Arilraba the lesser vampire stops being poisoned.
Insidious Poison from La Vandina hits Arilraba the lesser vampire for 11 fire, 6 cold, 10 lightning, 11 arcane (41 total damage).
La Vandina uses Gift of the Woods.
La Vandina starts regenerating health quickly.
La Vandina uses Infusion: Wild.
La Vandina lessens the pain.
Arilraba the lesser vampire casts Soul Rot.
Arilraba the lesser vampire's spell attains critical power!
War hound misses Arilraba the lesser vampire.
Arilraba the lesser vampire leeches life from La Vandina!
Arilraba the lesser vampire receives 7 healing from La Vandina.
Arilraba the lesser vampire's Soul Rot hits La Vandina for 201 blight damage.
La Vandina the level 18 thalore summoner was debilitated by noxious blight before falling to death by Arilraba the lesser vampire on level 2 of Daikara.
La Vandina deactivates Master Summoner.
La Vandina feels pain again.
La Vandina is no longer blood locked.
La Vandina deactivates Chant of Fortress.
La Vandina is free from the hex.
La Vandina stops regenerating health quickly.
La Vandina deactivates Psiblades.










































