Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.3.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Semi-Roguelike Mode 1.2.0Adds new "Semi-Roguelike" permadeath modes that give extra lives later in the game than Adventure mode, and a new achievement "Honorary Roguelike Win" for winning the game in a Semi-Roguelike (or Adventure) mode without dying. The new permadeath modes give extra lives on completion of certain game events, as follows: 
 Provides the following game options: 
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Plenum Tooltip: Enhanced actor tooltip display for ToME v2.5 1.4.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Elemental Woes 1.2.5This addon changes the Elemental Surge and Endless Woes prodigies to have effects for all damage types. Effects for Elemental Surge are: Effects for Endless Woes are:  | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Shalore | 
| Class | Shadowblade | 
| Level / Exp | 13 / 54% | 
| Size | medium | 
| Lifes / Deaths | Killed by Silebrethra the rattlesnake at level 5 on the 39th Haze 122nd year of Ascendancy at 14:41 0 / 4Killed by giant spider at level 12 on the 55th Pyre 123rd year of Ascendancy at 05:29 Killed by Ysarciu the halfling at level 13 on the 39th Dusk 123rd year of Ascendancy at 12:11 Killed by ritch flamespitter at level 13 on the 66th Dusk 123rd year of Ascendancy at 18:09  | 
Primary Stats
| Strength | 16 (base 12) | 
| Dexterity | 37 (base 32) | 
| Constitution | 10 (base 10) | 
| Magic | 35 (base 30) | 
| Willpower | 14 (base 10) | 
| Cunning | 16 (base 13) | 
Resources
| Life | 371/371 | 
| Mana | 186/212 | 
| Stamina | 67/96 | 
| Healing Factor | 1.42 | 
| Regeneration | 8.449 | 
Speed
| Mental | -10% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100.8% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
| Infravision | 5 | 
Offense: Mainhand
| Damage | 42 | 
| Accuracy | 49 | 
| Crit Chance | 19% | 
| APR | 7 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 25 | 
| Accuracy | 49 | 
| Crit Chance | 18% | 
| APR | 6 | 
| Speed | 1.11 | 
Offense: Spell
| Spellpower | 27 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 16 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 10 (30%) | 
| Defense | 31 | 
| Ranged Defense | 31 | 
| Fatigue | 0 | 
| Physical Save | 24 | 
| Spell Save | 20 | 
| Mental Save | 10 | 
Defense: Resistances
| All | 0%( 73%) | 
Defense: Immunities
| Silence Resistance | 22% | 
| Pinning Resistance | 24% | 
| Disarm Resistance | 25% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 20% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 mental or physical effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 227 damage for 5 turns. Its effects scale with your Strength stat.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn.  | 
Class Talents
| Cunning / Shadow magic | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat techniques | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Temporal | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Spell / Phantasm | 1.00 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Dual techniques | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Dual weapons | 1.20 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Lethality | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Technique / Combat training | 1.20 | 
  | 0/5 | 
  | 0/5 | 
  | 3/5 | 
  | 0/5 | 
  | 4/5 | 
| Cunning / Survival | 1.10 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Conveyance | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
| Race / Shalore | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| talent | Precise Strikes | 
| talent | Shadow Combat | 
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active | 
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp.  | active | 
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Magic by +2.  | done | 
You abandoned lost warrior to death. Escort: lost warrior (level 2 of Ruins of Kor'Pul) | failed | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 | 
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.'  | active | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died.  | done | 
Equipment
| On feet | traveler's pair of rough leather boots of evasion (11 def, 1 armour) =EPIC= traveler's pair of rough leather boots of evasion (11 def, 1 armour) =EPIC=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 (+6 eff.) Fatigue: -3% Maximum encumbrance: +21 Physical save: +6 (+3 eff.) It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 23% chance to completely evade them and granting you 11 defense for 6 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather.  | 
| Light source | survivor's brass lantern of health =Life + Healing= survivor's brass lantern of health =Life + Healing=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Maximum life: +40.00 Light radius: +2 Healing mod.: +11% 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 | rough leather cap of strength (+3) (0 def, 1 armour) =STRENGTH= rough leather cap of strength (+3) (0 def, 1 armour) =STRENGTH=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str A cap made of leather.  | 
| On hands | storm rough leather gloves of strength (+3) (0 def, 1 armour) =STR+DMG= storm rough leather gloves of strength (+3) (0 def, 1 armour) =STR+DMG=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 5 lightning Changes stats: +3 Str Changes resistances: +6% lightning Changes damage: +3% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Tool | iron torque of mindblast [power 89]  (6 cooldown) =~Pew-Pew!= iron torque of mindblast [power 89]  (6 cooldown) =~Pew-Pew!=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to fire a blast of psionic energies in a range 6 beam dealing 44.50 to 89.00 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers.  | 
| On fingers | copper ring 'Maludir' =Life;Avoid= copper ring 'Maludir' =Life;Avoid=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Wil Disarm immunity: +25% Pinning immunity: +24% Knockback immunity: +20% Maximum life: +20.00 Infravision radius: +3 Rings can have magical properties.  | 
| On fingers | rogue's copper ring of arcana(+0.10/turn) =ManaReg;Cunn;Def= rogue's copper ring of arcana(+0.10/turn) =ManaReg;Cunn;Def=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Silence immunity: +22% Mana each turn: +0.10 Rings can have magical properties.  | 
| Around neck | protective copper amulet of manastreaming =EPIC MANA= protective copper amulet of manastreaming =EPIC MANA=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+3 eff.) Changes stats: +1 Mag Changes resistances cap: +3% all Physical save: +8 (+4 eff.) Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Amulets can have magical properties.  | 
| In main hand | quick dwarven-steel dagger (120% power, 7 apr) =SPEED-Mainhand= quick dwarven-steel dagger (120% power, 7 apr) =SPEED-Mainhand=Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 121% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 111% When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +2 Dex Sharp, short and deadly.  | 
| Around waist | blurring hardened leather belt of carrying =+WEIGHT -FAT= blurring hardened leather belt of carrying =+WEIGHT -FAT=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 (+6 eff.) Fatigue: -5% Stealth bonus: +7 Maximum encumbrance: +25 A belt that goes around your waist.  | 
| In off hand | blazebringer's steel dagger of crippling (107% power, 6 apr) =CRIT-Offhand= blazebringer's steel dagger of crippling (107% power, 6 apr) =CRIT-Offhand=Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 107% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +6 fire When wielded/worn: Physical crit. chance: +5.0% Changes resistances penetration: +4% fire Global speed: +1% Sharp, short and deadly.  | 
| Cloak | Cyryyalle the linen cloak (1 def, 0 armour) =+HP= Cyryyalle the linen cloak (1 def, 0 armour) =+HP=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Dex Spell save: +3 (+1 eff.) Maximum life: +32.00 Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor | troll-hide cured leather armour of Eyal (2 def, 4 armour) =GREAT ARMOR= troll-hide cured leather armour of Eyal (2 def, 4 armour) =GREAT ARMOR=Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Life regen: +5.70 Maximum life: +40.00 Healing mod.: +26% A suit of armour made of leather.  | 
Inventory
healing infusion of the psychic (heal 54) =HolyHeals!= healing infusion of the psychic (heal 54) =HolyHeals!=Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 54 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
healing infusion of the sneak (heal 59) =Heal= healing infusion of the sneak (heal 59) =Heal=Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 59 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
regeneration infusion of the duelist (heal 343 over 5 turns) =REGEN= regeneration infusion of the duelist (heal 343 over 5 turns) =REGEN=Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 343 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
wild infusion (resist 10%; cure physical) =Backup= wild infusion (resist 10%; cure physical) =Backup=Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 cure yourself of one random physical effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
wild infusion of the wizard (resist 18%; cure magical) =MagicEffect= wild infusion of the wizard (resist 18%; cure magical) =MagicEffect=Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: 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 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
insidious poison infusion of the wizard (20 nature damage, 21% healing reduction) =AntiHeal= insidious poison infusion of the wizard (20 nature damage, 21% healing reduction) =AntiHeal=Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 20.00 nature damage per turn for 7 turns, and reducing the target's healing received by 21%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
manasurge rune (600% regen over 10 turns; 30 instant mana) =BackupMana= manasurge rune (600% regen over 10 turns; 30 instant mana) =BackupMana=Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
insulating copper amulet =10 Cold+Fire Res= insulating copper amulet =10 Cold+Fire Res=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% fire / +10% cold Amulets can have magical properties.  | 
starlit copper amulet of cunning (+2) =Cunn= starlit copper amulet of cunning (+2) =Cunn=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +10% light / +11% darkness Blindness immunity: +20% Amulets can have magical properties.  | 
starlit copper amulet of dexterity (+2) =Dex= starlit copper amulet of dexterity (+2) =Dex=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +11% light / +10% darkness Blindness immunity: +20% Amulets can have magical properties.  | 
psionicist's copper ring of lightning (+20%) =LighningRes= psionicist's copper ring of lightning (+20%) =LighningRes=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% lightning Changes damage: +10% lightning Mental save: +6 (+6 eff.) Rings can have magical properties.  | 
warrior's copper ring of fire (+22%) =STR;FireRes;Arm= warrior's copper ring of fire (+22%) =STR;FireRes;Arm=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties.  | 
steel ring =Keep= steel ring =Keep=0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties.  | 
Kor's Fall (100% power, 0 apr, darkness element) =Projection= Kor's Fall (100% power, 0 apr, darkness element) =Projection=Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+4 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 73.68 physical damage to all targets in line, and inflicting bleeding for another 36.84 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance.  | 
Spectral Blade (127% power, 25 apr) =EPIC= Spectral Blade (127% power, 25 apr) =EPIC=Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+3 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible.  | 
arcing steel dagger of projection (104% power, 6 apr) =Projection+ARCING= arcing steel dagger of projection (104% power, 6 apr) =Projection+ARCING=Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +4 mind / +4 lightning It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, short and deadly.  | 
balanced steel dagger of projection (102% power, 6 apr) =BACKUP Projection= balanced steel dagger of projection (102% power, 6 apr) =BACKUP Projection=Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 102% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 mind When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+3 eff.) Disarm immunity: +17% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, short and deadly.  | 
insidious steel dagger of crippling (104% power, 6 apr) =SPARE=CRIT-Offhand= insidious steel dagger of crippling (104% power, 6 apr) =SPARE=CRIT-Offhand=Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +10 insidious poison When wielded/worn: Physical crit. chance: +4.0% Sharp, short and deadly.  | 
thunderous steel dagger of the leech (105% power, 6 apr) =2nd SET= thunderous steel dagger of the leech (105% power, 6 apr) =2nd SET=Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 106% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 5% chance to daze * Slows global speed by 5% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 7 nature slow Changes stats: +1 Str / +2 Dex / +2 Mag / +1 Wil / +2 Cun / +2 Con Changes resistances penetration: +5% lightning Sharp, short and deadly.  | 
warbringer's steel dagger of the leech (101% power, 6 apr) =2nd SET= warbringer's steel dagger of the leech (101% power, 6 apr) =2nd SET=Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 101% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 8% * leeches stamina from the target When wielded/worn: Physical power: +5 (+2 eff.) Damage when hit (Melee): 6 nature slow Changes stats: +2 Con Changes resistances penetration: +5% physical Disarm immunity: +9% Sharp, short and deadly.  | 
arcing voratun dagger of vileness (146% power, 9 apr) =UPGRADE= arcing voratun dagger of vileness (146% power, 9 apr) =UPGRADE=Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 8% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +12 blight / +4 lightning Sharp, short and deadly.  | 
purifying vined mindstar (85% power, 18 apr, nature damage) =Interesting= purifying vined mindstar (85% power, 18 apr, nature damage) =Interesting=Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This purifying mindstar will cleanse other mindstars. Power: 85% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * 5 arcane resource burn Changes resistances: +3% arcane Changes resistances penetration: +2% arcane Changes damage: +4% arcane Mindpower: +4 (+4 eff.) Mental crit. chance: +2% Global speed: +0% Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 30 cooldown : Effective talent level: 5.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 70%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. 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.  | 
keeper's ash longbow of true flight =SNIPER= keeper's ash longbow of true flight =SNIPER=Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +7.0% Changes resistances penetration: +9% physical / +6% temporal Changes damage: +10% physical / +8% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes.  | 
thought-forged quiver of ash arrows of accuracy (14/14, 120% power, 7 apr) =ARROW= thought-forged quiver of ash arrows of accuracy (14/14, 120% power, 7 apr) =ARROW=Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 121% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 14 Turns elapse between self-loadings: 6 On weapon hit: * 10% chance to cause random gloom Damage (Ranged): +7 mind Arrows are used with bows to pierce your foes to death.  | 
pouch of steel shots of crippling (20/20, 125% power, 2 apr) =CRIT-Shots= pouch of steel shots of crippling (20/20, 125% power, 2 apr) =CRIT-Shots=Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 125% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +10.5% Capacity: 20 On weapon crit: * cripple the target Shots are used with slings to pummel your foes to death.  | 
spellwoven woollen robe (0 def, 0 armour) =SpellCrit= spellwoven woollen robe (0 def, 0 armour) =SpellCrit=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Spell save: +16 (+8 eff.) Spellpower: +3 (+2 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
woollen robe of fire (+16%) (0 def, 0 armour) =FireRes= woollen robe of fire (+16%) (0 def, 0 armour) =FireRes=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +16% fire Changes damage: +11% fire A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
cashmere robe 'Sootwaker' (2 def, 0 armour) =20% ColdRes= cashmere robe 'Sootwaker' (2 def, 0 armour) =20% ColdRes=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +6% darkness / +19% cold Changes damage: +9% mind / +13% cold A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
cured leather armour of Toknor (2 def, 4 armour) =CRIT-Armor= cured leather armour of Toknor (2 def, 4 armour) =CRIT-Armor=Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Critical mult.: +11.00% A suit of armour made of leather.  | 
cleansing reinforced leather armour of the deep (4 def, 9 armour) =BreatheWater= cleansing reinforced leather armour of the deep (4 def, 9 armour) =BreatheWater=Requires: - Strength 18 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +8% Changes resistances: +6% acid / +7% cold / +11% nature / +12% blight Allows you to breathe in: water A suit of armour made of leather.  | 
Sludgegrip (0 def, 0 armour) =+4 Cunn;PoisonImmun= Sludgegrip (0 def, 0 armour) =+4 Cunn;PoisonImmun=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+2 eff.) These gloves are coated with a thick, green liquid.  | 
polar rough leather gloves of regeneration (0 def, 1 armour) =SomeRegen= polar rough leather gloves of regeneration (0 def, 1 armour) =SomeRegen=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes resistances: +5% cold Changes damage: +4% cold Life regen: +1.70 Stamina each turn: +0.30 Psi each turn: +0.10 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
Cloud Caller (0 def, 0 armour) =BOOM;LightResDmg= Cloud Caller (0 def, 0 armour) =BOOM;LightResDmg=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 21.24 to 63.73 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms.  | 
Samyneg the Oaktrencher (2 def, 0 armour) =+4 Cunn= Samyneg the Oaktrencher (2 def, 0 armour) =+4 Cunn=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun Changes resistances: +3% nature Changes resistances penetration: +10% nature Changes damage: +3% nature / +3% fire Mental save: +8 (+8 eff.) A pointy cloth hat, very wizardly...  | 
3 agate =Gem= 3 agate =Gem=0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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.  | 
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
11 ametrine =Gem= 11 ametrine =Gem=0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
2 citrine =Gem= 2 citrine =Gem=0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
3 aquamarine =Gem= 3 aquamarine =Gem=0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
opal =Gem= opal =Gem=0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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.  | 
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
2 amethyst =T2= 2 amethyst =T2=0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
Summertide Phial =LightRes= Summertide Phial =LightRes=Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (58 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
Tooth of the Mouth (dig speed 12 turns) =DIG= Tooth of the Mouth (dig speed 12 turns) =DIG=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
Glarewedge the dwarven-steel pickaxe (dig speed 24 turns) =STR;LightRad= Glarewedge the dwarven-steel pickaxe (dig speed 24 turns) =STR;LightRad=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +2 Changes stats: +5 Str Disease immunity: +5% Light radius: +2 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.6 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways.  | 
Scrying Orb =Identify= Scrying Orb =Identify=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
Transmogrification Chest =ChestOfTransmog= Transmogrification Chest =ChestOfTransmog=Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
Rod of Recall (1/1) =Recall= Rod of Recall (1/1) =Recall=Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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.  | 
supercharged ash totem of cure ailments [power 2]  (13 cooldown) =Cure= supercharged ash totem of cure ailments [power 2]  (13 cooldown) =Cure=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power.  | 
ash wand of clairvoyance [power 10]  (6 cooldown) =Vision= ash wand of clairvoyance [power 10]  (6 cooldown) =Vision=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you, dispelling darkness (radius 10, power 55 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
volcanic ash wand of conjuration [power 169]  (10 cooldown) =Interesting= volcanic ash wand of conjuration [power 169]  (10 cooldown) =Interesting=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Talent granted: +2 Volcano It can be used to fire a bolt of a random element with (base) damage 84 to 169, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
warded ash wand of trap destruction [power 38]  (15 cooldown) =WARD+TRAP= warded ash wand of trap destruction [power 38]  (15 cooldown) =WARD+TRAP=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +1 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Talent granted: +1 Ward It can be used to disarm traps (38 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
Heart of the Sandworm Queen =ConvertIntoDarkness= Heart of the Sandworm Queen =ConvertIntoDarkness=Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere.  | 
Achievements
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By ShindariShinai the Shalore Shadowblade level 13
72nd Pyre 123rd year of Ascendancy at 22:52 see stats
			Level 10
			Got a character to level 10.By ShindariShinai the Shalore Shadowblade level 10
37th Regrowth 123rd year of Ascendancy at 03:07 see stats
			The secret city
			Discovered the truth about mages.By ShindariShinai the Shalore Shadowblade level 10
21st Pyre 123rd year of Ascendancy at 17:31 see stats
Log
ShindariShinai picks up (v.): caller's vined mindstar (85% power, 18 apr, mind damage).
ShindariShinai picks up (w.): horrifying vined mindstar of slime (81% power, 18 apr, mind damage).
ShindariShinai slows down.
Talent Dual Strike is ready to use.
Talent Flurry is ready to use.
Talent Rune: Shielding is ready to use.
Talent Rush is ready to use.
Talent Grace of the Eternals is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
Ran for 3 turns (stop reason: interesting terrain).
ShindariShinai wears (replacing starlit copper amulet of cunning (+2) =Cunn=): protective copper amulet of manastreaming.
You gain 0.57 gold from the transmogrification of spiked cured leather armour of cold resistance (2 def, 4 armour).
You gain 1.20 gold from the transmogrification of troll-hide rough leather armour of natural resilience (1 def, 2 armour).
You gain 0.62 gold from the transmogrification of slimy elven-silk robe of corrosion (+18%) (5 def, 0 armour).
You gain 1.05 gold from the transmogrification of creative thorny mindstar of clarity (93% power, 24 apr, nature damage).
You gain 1.14 gold from the transmogrification of vined mindstar of flames (87% power, 18 apr, mind damage).
You gain 0.69 gold from the transmogrification of horrifying vined mindstar of slime (81% power, 18 apr, mind damage).
You gain 1.46 gold from the transmogrification of caller's vined mindstar (85% power, 18 apr, mind damage).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
ShindariShinai deactivates Precise Strikes.
ShindariShinai deactivates Shadow Combat.
