

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
 Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Female | 
| Race | Cornac | 
| Class | Annihilator | 
| Level / Exp | 50 / 6% | 
| Size | huge | 
| Lifes / Deaths | Killed by armoured skeleton warrior at level 28 on the 11st Pyre 123rd year of Ascendancy at 02:36/ 2 Killed by Inquisitor Arenor at level 50 on the 13rd Pyre 124th year of Ascendancy at 17:00 | 
Primary Stats
| Strength | 67 (base 14) | 
| Dexterity | 88 (base 60) | 
| Constitution | 105 (base 60) | 
| Magic | 40 (base 10) | 
| Willpower | 74 (base 28) | 
| Cunning | 88.2 (base 60) | 
Resources
| Life | -94/1415 | 
| Steam | 37/100 | 
| Healing Factor | 1.7035396786263 | 
| Regeneration | 43.317082844596 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +49% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 12 | 
| Lite | 14 | 
| Infravision | 4 | 
| See Stealth | 40 | 
| See Invisible | 49 | 
Offense: Mainhand
| Damage | 88 | 
| Accuracy | 68 | 
| Crit Chance | 27% | 
| APR | 18 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 64 | 
| Crit Chance | 23% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 74 | 
| Crit Chance | 23% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +39% | 
| Lightning | +27% | 
| Cold | +62% | 
| Physical | +27% | 
| Fire | +47% | 
| All | +2% | 
Offense: Damage Penetration
| Cold | +40% | 
| Lightning | +20% | 
| Mind | +24% | 
| All | +9% | 
Defense: Base
| Armour (hardiness) | 58 (38.594633868923%) | 
| Defense | 63 | 
| Ranged Defense | 63 | 
| Fatigue | 0 | 
| Physical Save | 65 | 
| Spell Save | 46 | 
| Mental Save | 59 | 
Defense: Resistances
| Acid | + 70%( 70%) | 
| Blight | + 51%( 70%) | 
| Arcane | + 34%( 70%) | 
| Cold | + 70%( 70%) | 
| All | + 30%( 70%) | 
| Physical | + 50%( 70%) | 
| Lightning | + 70%( 70%) | 
| Light | + 36%( 70%) | 
| Temporal | + 70%( 70%) | 
| Mind | + 41%( 70%) | 
| Darkness | + 47%( 70%) | 
| Fire | + 70%( 70%) | 
| Nature | + 41%( 70%) | 
Defense: Immunities
| Stun Resistance | 60% | 
| Confusion Resistance | 10% | 
| Poison Resistance | 16% | 
| Blind Resistance | 18% | 
| Silence Resistance | 40% | 
| Teleport Resistance | 100% | 
| Pinning Resistance | 39% | 
| Disarm Resistance | 90% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 20% | 
Inscriptions (4/4)
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.8 steam per turn. Can be activated for an instant burst of 54 steam. | 
| Runes | Effective talent level: 1.0Rune: Dissipation Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 196% efficiency and cooldown mod of 72%. Its effects scale with your Constitution stat. | 
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Strength stat. | 
Class Talents
| Steamtech / Gadgets | 1.30 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Steamtech / Magnetism | 1.30 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Steamtech / Demolition | 1.30 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Steamtech / Artillery | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Steamtech / Mecharachnid | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Steamtech / Heavy weapons | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| Steamtech / Turrets | 1.30 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
Generic Talents
| Steamtech / Engineering | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.20 | 
| 
 | 4/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| Steamtech / Blacksmith | 1.10 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done | 
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done | 
| You have killed Ungolë in Ardhungol and saved the Sun Paladin.Eight legs of wonder | done | 
| You successfully escorted the injured seer to the recall portal on level 1 of Daikara.Escort: injured seer (level 1 of Daikara) As a reward you improved Willpower by +5. | 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 Willpower by +5. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest.Escort: lone alchemist (level 1 of Old Forest) As a reward you improved Dexterity by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom.Escort: lost sun paladin (level 1 of Heart of the Gloom) As a reward you improved Strength by +5. | done | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire.Escort: lost warrior (level 2 of Trollmire) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest.Escort: lost warrior (level 4 of Old Forest) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell.Escort: lost warrior (level 6 of Dreadfell) As a reward you improved talent Unflinching Resolve (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell.Escort: lost warrior (level 8 of Dreadfell) As a reward you improved talent Unflinching Resolve (+1 level(s)). | done | 
| You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell.Escort: temporal explorer (level 2 of Dreadfell) As a reward you improved Willpower by +5. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| Orcs were spotted with the staff you seek in an arid waste in the southern desert.Important news You should go investigate what is happening there. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done | 
| The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.Let's hunt some Orc Find out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done | 
| After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope.Melinda, lucky girl Melinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done | 
| You arrived through the farportal in a cave, probably in the Far East.Strange new world Upon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed black mamba head. * You've found the needed pouch of faeros ash. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed xorn fragment. * You've found the needed wretchling eyeball. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed warg claw. * You've found the needed ritch stinger. | active | 
| You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.The Doom of the World! This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.The Sect of Kryl-Feijan They were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done | 
| Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad.The Temple of Creation Slasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 3 lumberjacks have died. | done | 
| Investigate the bastions of the Pride.The many Prides of the Orcs * Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active | 
| There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.The wild wild east | done | 
| Zemekkys in the Gates of Morning can build a portal back to your homeland for you.There and back again * You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  Emoba the Abysswitch (0 def, 5 armour) 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature While equipped: dps ---------- Mov.spd +10% Res.pen +15% mind ----- def ----- Armour +5 Fatigue -4% Resists +27% lightning +29% temporal +9% mind +24% fire Phys.save +12 (+3 eff.) Max.HP +54.00 Pinning- +20% Knockbk- +20% Teleport- +100% ---------- misc Stam/turn +0.60 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Quiver |  pouch of stralite shots of torment (22/23, 153% power, 5 apr) 3.0 T4 shot ammo [Ego+] Psionic Power 153% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 23 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. | 
| Light source |  Eldritch Pearl 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 50.84 cold damage and 39.86 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. | 
| On head |  Crown of the Elements (0 def, 10 armour) 2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+4 eff.) Mind.pwr +15 (+4 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning Acc +25 (+6 eff.) ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning ---------- misc Light +7 This jeweled crown shimmers with colors. | 
| On hands |  drakeskin leather gloves 'Hailwasp' (0 def, 3 armour) 1.0 T4 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +25% cold ----- def ----- Armour +3 Resists +6% fire +5% arcane +6% mind Mind.save +18 (+5 eff.) Die.at -80.00 life HP.reg +15.00 Silence- +20% Disarm- +90% ---------- misc Stam/turn +1.90 Max.stam +29.00 Talents +4 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Tool |  Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. | 
| On fingers |  Wheel of Fate 0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +13% cold ----- def ----- Fatigue -7% Resists +8% blight +26% cold +15% nature Phys.save +6 (+1 eff.) Max.HP +40.00 Poison- +16% Disease- +16% Silence- +20% Stun/Frz- +10% ---------- misc Max.enc +27 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? | 
| On fingers |  warrior's stralite ring of life 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +10 Str ----- def ----- Armour +19 Max.HP +79.00 HP.reg +5.00 Heal.mod +14% Rings make your fingers look great! | 
| Around neck |  wanderer's stralite amulet of vision 0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Dex +4 Cun +7 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -7% HP.reg +2.00 Blind- +18% ---------- misc Stam/turn +0.90 Infravis +4 Sight +2 See.Invis +9 Amulets make your neck look great! | 
| In main hand |  stormbringer's voratun steamgun of piercing 4.0 T5 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +25 lightning +8 cold On Hit: * injects a simple virus dealing 124 blight damage on hit and lowering the victims highest stat Uses 2.0 Steam While equipped: dps ---------- Mov.spd +29% Res.pen +11% lightning +6% cold +9% all Acc +13 (+3 eff.) Apr +9 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
| Around waist |  drakeskin leather belt 'Layeta' 1.0 T5 belt armor [Random Unique] Nature While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +13 (+3 eff.) Dmg.mod +6% acid ----- def ----- Defense +10 (+3 eff.) Resists +9% acid +10% temporal +12% blight +8% fire +18% cold +28% lightning Phys.save +8 (+2 eff.) Proj.slow +25% ---------- misc Size +1 A belt that goes around your waist. | 
| In off hand |  Deflector (24 def, 12 armour, 160% power, 230 block) 7.0 T4 shield armor Reqs Shield usage training [Unique] Steamtech When used to Attack: Power 161% Range: 1.2x Uses 130% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +7.0% Block +230 While equipped: dps ---------- On shield block: * Unleash a lightning nova of radius equal to the tinker tier. Melee Ret 25 lightning ----- def ----- Armour +12 Defense +24 (+6 eff.) Fatigue +8% Phys.save +21 (+5 eff.) ---------- misc Talents +4 Block Knocks melee attackers away. Distance scales with damage incoming. On block: Unleash a lightning nova of radius equal to the tinker tier. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. | 
| Cloak |  Ce'Nymira the elven-silk cloak (19 def, 9 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Dex +2 Wil +3 Cun dps ---------- Dmg.mod +6% physical ----- def ----- Armour +9 Defense +19 (+5 eff.) Resists +9% acid +24% temporal +15% darkness +7% fire +38% lightning +7% cold Stun/Frz- +50% Def/telep +10 Res/telep +14% Dur/telep +22% ---------- misc Max.stam +10.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  dispeller's elven-silk robe of alchemy (0 def, 0 armour) 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con dps ---------- Dmg.mod +6% acid +19% physical +20% fire +22% cold ----- def ----- Resists +11% lightning +9% darkness +22% fire +15% all +20% acid +17% physical +10% blight +24% cold +9% light Phys.save +15 (+3 eff.) Spell.save +40 (+13 eff.) Mind.save +20 (+5 eff.) ---------- misc Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
Inventory
|  medical injector implant of the duelist (efficiency 160% / cooldown 78%) 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 78%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions | 
|  steam generator implant (steam 14) 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.6 steam per turn. Can be activated for an instant burst of 68 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions | 
|  healing infusion (heal 72; cd 12) 0.1 infusion scroll [Normal] 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 instantly heal yourself for 72 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. | 
|  healing infusion (heal 67; cd 11) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 67 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. | 
|  movement infusion (speed 728%; cd 17) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 728% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Mirror Image Rune (dur 6; cd 24) 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune of the duelist (absorb 726; dur 7; cd 14) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 726 damage for 7 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  2 schematic: Ablative Armour 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Acid Groove 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Air Recycler 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Alchemist's Helper 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Antimagic Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Armour Reinforcement 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Back Support 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Black Light Emitter 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Corrosive Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Crystal Edge 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Crystal Plating 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Deflection Field 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Explosive Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Fatal Attractor 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Fiery Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Fireproof Coating 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Flash Powder 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  9 schematic: Focus Lens 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Frost Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Fungal Web 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Galvanic Retributor 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Hand Cannon 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Headlamp 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Healing Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Hook Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Incendiary Groove 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Iron Grip 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Itching Powder 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  8 schematic: Kinetic Stabiliser 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Lightning Coil 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Magnetic Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Mana Coil 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  7 schematic: Mental Stimulator 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Moss Tread 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  6 schematic: Pain Suppressor Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  6 schematic: Poison Groove 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  8 schematic: Razor Edge 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Rocket Boots 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Rustproof Coating 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Saw Projector 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Saw Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Second Skin 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Shocking Edge 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Shocking Touch 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Silver Filigree 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Solid Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Spike Attachment 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Spring Grapple 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  11 schematic: Steamgun 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Steamsaw 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Thunder Grenade 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Thunderclap Coating 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Toxic Cannister Launcher 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Toxic Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Unstoppable Force Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Viral Injector 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Viral Needlegun 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Voltaic Sentry 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Voltaic Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Water Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Waterproof Coating 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Winterchill Edge 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  Sealed Scroll of Last Hope 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! | 
|  Tome of Wildfire 0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. | 
|  Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
|  The Black Core 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." | 
|  Magmabreaker 0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +3 Cun +12 Con dps ---------- Dmg.mod +9% fire ----- def ----- Resists +15% mind ---------- misc Infravis +3 Masteries +0.34 Steamtech/Artillery Amulets make your neck look great! | 
|  Ring of the Dead 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. | 
|  Writhing Ring of the Hunter 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. | 
|  conjurer's stralite ring of speed 0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +9 (+3 eff.) Mov.spd +14% Acc +8 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! | 
|  sneakthief's stralite ring of warding 0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +7 Cun +8 Dex dps ---------- Acc +10 (+2 eff.) ----- def ----- Resists +19% acid +24% fire +14% lightning +20% cold Rings make your fingers look great! | 
|  conjurer's voratun ring of light (+30%) 0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +15% light ----- def ----- Resists +30% light Rings make your fingers look great! | 
|  treant's voratun ring of speed 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Mov.spd +25% Acc +10 (+2 eff.) ----- def ----- Defense +11 (+3 eff.) Resists +15% nature +10% blight Poison- +14% Disease- +16% Blinding Speed: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! | 
|  Sceptre of the Archlich (150% power, 12 apr, darkness element) 5.0 T5 staff 2H weapon Reqs Mag 50 [Unique] Arcane It desires to be surrounded by undeath. Power 150% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+10 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. | 
|  infernal dragonbone starstaff (136% power, 6 apr, physical element) 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +40.00% Spell.pwr +24 (+6 eff.) Melee+ 26 fire Dmg.mod +30% physical ---------- misc See.Invis +16 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  infernal dragonbone vilestaff of might (136% power, 6 apr, blight element) 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Crit.mult +25.00% Spell.pwr +22 (+6 eff.) Melee+ 29 fire Dmg.mod +30% blight ---------- misc See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  magelord's dragonbone starstaff of protection (136% power, 6 apr, darkness element) 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +11.0% Spell.crit +5% Spell.pwr +22 (+6 eff.) Melee+ 24 arcane Dmg.mod +30% darkness ----- def ----- Resists +15% darkness ---------- misc Max.mana +99.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  magelord's dragonbone vilestaff of wizardry (136% power, 6 apr, darkness element) 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Mag +1 Wil dps ---------- Phys.crit +14.0% Spell.crit +5% Spell.pwr +28 (+7 eff.) Melee+ 28 arcane Dmg.mod +30% darkness ---------- misc Max.mana +95.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  magewarrior's short dragonbone magestaff (136% power, 6 apr, fire element) 5.0 T5 staff 1H weapon Reqs Mag 48 [Ego+] Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +8% Phys.pwr +12 (+3 eff.) Spell.pwr +22 (+6 eff.) Dmg.mod +30% fire Acc +9 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  potent dragonbone magestaff of wizardry (144% power, 6 apr, fire element) 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 145% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +5% Spell.pwr +28 (+7 eff.) Dmg.mod +36% fire ---------- misc Max.mana +89.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  shimmering dragonbone vilestaff of invocation (136% power, 6 apr, blight element) 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +24 (+6 eff.) S.pwr/crit +8 Dmg.mod +30% blight ---------- misc Mana/turn +0.24 Max.mana +61.00 Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 49.03 to 58.83 blight damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. | 
|  stormbringer's voratun battleaxe of rage (169% power, 4 apr) 3.0 T5 battleaxe 2H weapon [Ego++] Nature/Master Power 170% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +28 lightning +21 cold While equipped: Stats +10 Str dps ---------- Mov.spd +52% Dmg.mod +9% physical Res.pen +19% lightning +23% cold Acc +19 (+5 eff.) Massive two-handed battleaxes. | 
|  flaming voratun greatmaul of phasing (183% power, 30 apr) 5.0 T5 greatmaul 2H weapon [Ego] Arcane Power 183% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +30 Crit +3.0% Atk.spd 100% Phasing +20% On Hit.r1 +19 fire Massive two-handed mauls. | 
|  acidic voratun greatsword of enduring (176% power, 4 apr) 3.0 T5 greatsword 2H weapon [Ego+] Arcane/Nature Power 177% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 177 damage over 5 turns and reducing armor and accuracy by 23 While equipped: Stats +13 Con +13 Wil ----- def ----- Max.HP +154.00 Massive two-handed swords. | 
|  chilling voratun greatsword of crippling (172% power, 4 apr) 3.0 T5 greatsword 2H weapon [Ego+] Arcane/Master Power 172% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +21 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Massive two-handed swords. | 
|  elemental voratun greatsword of corruption (174% power, 4 apr) 3.0 T5 greatsword 2H weapon [Ego++] Arcane Power 174% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Impotence 5 On Hit: * Create an explosion dealing 106 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +21% lightning Res.pen +34% lightning Massive two-handed swords. | 
|  stormbringer's voratun greatsword of daylight (175% power, 4 apr) 3.0 T5 greatsword 2H weapon [Ego+] Arcane/Nature Power 175% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +14 light Against +27% Undead On Crit.r2 +21 lightning +23 cold While equipped: dps ---------- Mov.spd +46% Res.pen +14% lightning +14% cold Massive two-handed swords. | 
|  elemental voratun longsword of phasing (153% power, 17 apr) 3.0 T5 longsword 1H weapon [Ego+] Arcane Power 154% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +17 Crit +5.0% Atk.spd 100% Phasing +15% On Hit: * Create an explosion dealing 106 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +20% cold Res.pen +13% cold Sharp, long, and deadly. | 
|  voratun mace 'Isleribeth' (170% power, 6 apr) 3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 170% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 106 damage On Crit: * Splash the target with acid dealing 177 damage over 5 turns and reducing armor and accuracy by 23 While equipped: Stats +2 Dex dps ---------- Dmg.mod +9% acid Melee Ret 8 mind On Hit (Melee): * 20% chance to reduce armor by 40% ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Infravis +3 Blunt and deadly. | 
|  warbringer's voratun waraxe of corruption (150% power, 6 apr) 3.0 T5 waraxe 1H weapon [Ego++] Arcane/Master Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 5 While equipped: Stats +6 Con dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +11% physical ----- def ----- Disarm- +32% One-handed war axes. | 
|  Glaritira (104% power, 32 apr, mind damage) 3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 105% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +15% acid ----- def ----- Defense +10 (+3 eff.) Resists +12% blight +5% arcane +15% mind Spell.save +9 (+3 eff.) Heal.mod +20% Poison- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- 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. | 
|  Polarikira (113% power, 40 apr, nature damage) 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +20 arcane On Hit.r1 +16 acid On Hit: * 10% chance to reduce armor by 40% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +21% lightning +20% fire +3% arcane +25% cold Res.pen +10% arcane On Hit (Melee): * 20% chance to reduce armor by 40% ----- def ----- Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +10 (+3 eff.) Heal.mod +27% Heal/summ +48 ---------- misc Equi/ret +2.50 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection 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. | 
|  blooming living mindstar of resolve (113% power, 40 apr, mind damage) 3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ----- def ----- Spell.save +5 (+2 eff.) Heal.mod +21% Heal/summ +53 ---------- 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. | 
|  Storm Fury 4.0 T5 longbow 2H weapon [Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+8 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+8 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 80 to 160 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. | 
|  stormbringer's dwarven-steel steamgun of piercing 4.0 T3 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +11 lightning +11 cold Uses 2.0 Steam While equipped: dps ---------- Mov.spd +20% Res.pen +10% lightning +10% cold +7% all Acc +6 (+1 eff.) Apr +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  gunslinger's voratun steamgun of piercing 4.0 T5 steamgun 1H weapon [Ego++] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Steampwr +9 (+2 eff.) Dmg.mod +13% physical Res.pen +11% all Acc +18 (+4 eff.) Apr +11 ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  plaguebringer's quiver of elven-wood arrows (23/23, 151% power, 14 apr) 3.0 T4 arrow ammo [Ego+] Arcane Power 152% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 23 Ranged+ +15 blight On Hit: 20% Epidemic 4 On Hit: * 18% chance to reduce strength, dexterity, and constitution by 30 Arrows are used with bows to pierce your foes to death. | 
|  Pouch of the Subconscious (20/20, 147% power, 15 apr) 3.0 T4 shot ammo [Unique] Psionic Power 147% Range: 1.2x Uses 10% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. | 
|  barbed pouch of stralite shots of annihilation (21/21, 177% power, 11 apr) 3.0 T4 shot ammo [Ego++] Master Power 178% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +11 Crit +24.5% Capacity 21 Proj.spd +200% On Crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. | 
|  Fire Dragon Shield (16 def, 9 armour, 170% power, 220 block) 7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 170% Range: 1.2x Uses 100% Cun Dmg Fire Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+4 eff.) Rng.Def +15 (+4 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. | 
|  Singewill (0 def, 10 armour, 179% power, 193.5 block) 7.0 T5 shield armor Reqs Shield usage training [Rare] Psionic When used to Attack: Power 180% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +194 Melee+ +28 physical On Hit: * 20% chance to reduce all saves and defense by 41 While equipped: Stats +6 Wil dps ---------- Dmg.mod +9% darkness +12% fire Res.pen +25% darkness +25% mind ----- def ----- Armour +10 Fatigue +8% Resists +30% fire +9% mind +20% physical Shield.near.proj +109 Proj.slow +40% ---------- misc Talents +1 Block Handheld deflection devices. | 
|  Unsetting Sun (16 def, 20 armour, 161% power, 280 block) 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Power 162% Range: 1.2x Uses 100% Cun Dmg Light Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +280 While equipped: ----- def ----- Armour +20 Defense +16 (+4 eff.) Rng.Def +17 (+5 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+6 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. | 
|  Spider-Silk Robe of Spydrë (10 def, 15 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. | 
|  Worm Nest (0 def, 0 armour) 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. | 
|  silk robe 'Dairidan' (0 def, 0 armour) 2.0 T4 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +25% cold ----- def ----- Resists +12% acid +9% blight +64% cold +15% fire +13% all Spell.save +6 (+2 eff.) Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  silk robe of life (0 def, 0 armour) 2.0 T4 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +17% blight +13% all Max.HP +67.00 HP.reg +2.40 Heal.mod +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  timebroken silk robe of alchemy (0 def, 0 armour) 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.crit +4% Spell.pwr +5 (+2 eff.) Dmg.mod +13% acid +17% temporal +11% fire +17% cold +20% arcane +17% physical ----- def ----- Resists +13% acid +16% physical +18% fire +17% cold +13% all ---------- misc Max.mana +55.00 Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Galen's Flowing Robe (0 def, 0 armour) 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+9 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! | 
|  ancient elven-silk robe of power (0 def, 0 armour) 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +13 (+4 eff.) Dmg.mod +25% temporal +12% physical +20% all Res.pen +5% temporal +10% physical ----- def ----- Resists +15% all Anom.red +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  dispeller's elven-silk robe of alchemy (0 def, 0 armour) 2.0 T5 cloth armor [Ego++] Arcane While equipped: dps ---------- Dmg.mod +18% acid +19% physical +14% fire +25% cold ----- def ----- Resists +10% lightning +9% darkness +25% fire +15% all +15% acid +15% physical +9% blight +24% cold +9% light Phys.save +14 (+3 eff.) Spell.save +30 (+10 eff.) Mind.save +14 (+4 eff.) ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  elven-silk robe of power (0 def, 0 armour) 2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +14 (+4 eff.) Dmg.mod +8% all ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  focusing elven-silk robe of darkness (+30%) (0 def, 0 armour) 2.0 T5 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil dps ---------- Dmg.mod +20% darkness ----- def ----- Resists +30% darkness +15% all ---------- misc Mana/turn +0.27 Psi/turn +0.28 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  spellwoven elven-silk robe of Angolwen (0 def, 0 armour) 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +4% Spell.pwr +22 (+6 eff.) S.pwr/crit +4 ----- def ----- Resists +15% all Spell.save +22 (+7 eff.) Silence- +37% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Xerema (20 def, 8 armour) 9.0 T5 light armor [Rare] Master While equipped: Stats +10 Str +12 Wil +6 Con dps ---------- Dmg.mod +9% acid Res.pen +25% acid Melee Ret 6 acid ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +20% darkness +15% physical ---------- misc Light +2 Infravis +3 Track: Puts all charms on 30 cooldown Level 1.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. | 
|  marauder's drakeskin leather armour of command (34 def, 18 armour) 9.0 T5 light armor [Ego++] Master/Psionic While equipped: Stats +7 Str +7 Dex +5 Cun ----- def ----- Armour +18 Defense +34 (+9 eff.) Fatigue +8% Phys.save +10 (+2 eff.) Mind.save +19 (+5 eff.) A suit of armour made of leather. | 
|  searing voratun mail armour of command (15 def, 19 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 13 acid 22 fire Melee Ret 14 acid 11 fire ----- def ----- Armour +19 Defense +15 (+4 eff.) Fatigue +12% Resists +29% acid +30% fire Mind.save +20 (+5 eff.) A suit of armour made of mail. | 
|  searing voratun mail armour of spell shielding (5 def, 10 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 22 acid 19 fire Melee Ret 11 acid 13 fire ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +21% acid +23% fire +8% arcane Spell.save +18 (+6 eff.) A suit of armour made of mail. | 
|  blurring rough leather belt of unlife 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +8 (+2 eff.) Resists +5% blight Stealth +5 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
|  Girdle of the Calm Waters 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. | 
|  Band of Protection 1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Generate a personal shield that absorbs up to 256 damage and damages attackers striking the wearer for 47 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. | 
|  Fulydar the hardened leather belt 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Acc +30 (+7 eff.) ----- def ----- Resists +8% lightning +11% temporal +9% cold Max.HP +100.00 HP.reg +4.00 Cut- +20% ---------- misc Stam/turn +3.00 Max.stam +30.00 A belt that goes around your waist. | 
|  Lightning Catcher 1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. | 
|  drakeskin leather belt 'Cloudbloom' 1.0 T5 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +11 (+3 eff.) Dmg.mod +30% lightning +9% temporal +12% blight Melee Ret 8 temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 ----- def ----- Phys.save +12 (+3 eff.) A belt that goes around your waist. | 
|  Ureslak's Molted Scales (0 def, 0 armour) 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. | 
|  pair of rough leather boots 'Glitterwar' (0 def, 1 armour) 2.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +1.0% Phys.pwr +30 (+6 eff.) Dmg.mod +6% light ----- def ----- Armour +1 Die.at -60.00 life HP.reg +2.00 Heal.mod +11% A pair of boots made of leather. | 
|  Steam Powered Boots (8 def, 15 armour) 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! | 
|  Unbreakable Greaves (8 def, 20 armour) 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. | 
|  invigorating pair of voratun boots (0 def, 5 armour) 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Nature While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -4% Max.HP +41.00 ---------- misc Stam/turn +0.60 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! | 
|  Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! | 
|  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. | 
|  4 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. | 
|  5 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. | 
|  15 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. | 
|  8 aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  5 opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  12 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  13 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. | 
|  4 onyx 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  2 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  emerald 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  9 garnet 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  4 quartz 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  3 sapphire 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  8 jade 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  7 turquoise 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  8 ruby 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  6 amber 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  5 bloodstone 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  4 fire opal 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  5 diamond 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  5 moonstone 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  6 pearl 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  Prothotipe's Prismatic Eye 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. | 
|  Burning Star 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. | 
|  Windborne Azurite 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. | 
|  323 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  brass lantern 'Kindledare' 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% light ----- def ----- Max.HP +41.00 ---------- misc Light +5 Infravis +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. | 
|  watchleader's dwarven lantern of illusion 1.0 T5 lite [Ego++] Master/Psionic While equipped: ----- def ----- Defense +11 (+3 eff.) Phys.save +20 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +13 (+3 eff.) Blind- +31% Confus- +24% ---------- misc Light +9 See.Stealth +22 See.Invis +14 Track: Puts all charms on 40 cooldown Level 3.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
|  Planar Beacon 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 191.05 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 191.05 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. | 
|  Automated Portable Extractor 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  perfect rustproof coating 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Resists +50% acid 50% chance to avoid a detrimental acid subtype effect. Tinkers can be attached to normal items to improve them with steam power! | 
|  perfect poison groove 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! | 
| simple frost salve [power 12]simple frost salve [power 12] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. | 
| great frost salve [power 21]great frost salve [power 21] 1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. | 
| simple healing salve [power 154]simple healing salve [power 154] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 154 Puts Talent Medical Injector on 15 cooldown Medical salve. | 
| great healing salve [power 298]great healing salve [power 298] 1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 298 Puts Talent Medical Injector on 15 cooldown Medical salve. | 
|  Heart of Poosh 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? | 
|  Blood-Runed Athame 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. | 
|  Tooth of the Mouth (dig speed 12 turns) 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
|  Stimulus 2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+3 eff.) Phys.save +15 (+3 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+4 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 4 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' | 
|  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. | 
|  Bladed Rift 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. | 
|  Elemental Orb (Orb of Command) 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. | 
|  Orb of Many Ways 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Rod of Spydric Poison (1/1) 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 367.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. | 
Achievements
 A dangerous secret (Nightmare (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Nightmare (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By guided the Cornac Annihilator level 37
31st Dusk 123rd year of Ascendancy at 04:25 see stats
 A different point of view (Nightmare (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Nightmare (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By guided the Cornac Annihilator level 27
4th Pyre 123rd year of Ascendancy at 10:50 see stats
 Against all odds (Nightmare (Roguelike) difficulty)
			Killed Ukruk in the ambush.
			Against all odds (Nightmare (Roguelike) difficulty)
			Killed Ukruk in the ambush.By guided the Cornac Annihilator level 37
29th Dusk 123rd year of Ascendancy at 04:44 see stats
 Arachnophobia (Nightmare (Roguelike) difficulty)
			Destroyed the spydric menace.
			Arachnophobia (Nightmare (Roguelike) difficulty)
			Destroyed the spydric menace.By guided the Cornac Annihilator level 41
74th Haze 123rd year of Ascendancy at 22:43 see stats
 Are you out of your mind?! (Nightmare (Roguelike) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
			Are you out of your mind?! (Nightmare (Roguelike) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By guided the Cornac Annihilator level 44
66th Regrowth 124th year of Ascendancy at 19:35 see stats
 Brave new world (Nightmare (Roguelike) difficulty)
			Went to the Far East and took part in the war.
			Brave new world (Nightmare (Roguelike) difficulty)
			Went to the Far East and took part in the war.By guided the Cornac Annihilator level 40
70th Haze 123rd year of Ascendancy at 21:22 see stats
 Bringer of Doom (Nightmare (Roguelike) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Nightmare (Roguelike) difficulty)
			Killed a Bringer of Doom.By guided the Cornac Annihilator level 33
79th Pyre 123rd year of Ascendancy at 15:25 see stats
 Clone War (Nightmare (Roguelike) difficulty)
			Destroyed your own Shade.
			Clone War (Nightmare (Roguelike) difficulty)
			Destroyed your own Shade.By guided the Cornac Annihilator level 43
57th Regrowth 124th year of Ascendancy at 03:48 see stats
 Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By guided the Cornac Annihilator level 8
57th Dusk 122nd year of Ascendancy at 16:42 see stats
 Destroyer of the creation (Nightmare (Roguelike) difficulty)
			Killed Slasul.
			Destroyer of the creation (Nightmare (Roguelike) difficulty)
			Killed Slasul.By guided the Cornac Annihilator level 42
1st Decay 123rd year of Ascendancy at 03:45 see stats
 Destroyer's bane (Nightmare (Roguelike) difficulty)
			Killed Golbug the Destroyer.
			Destroyer's bane (Nightmare (Roguelike) difficulty)
			Killed Golbug the Destroyer.By guided the Cornac Annihilator level 39
77th Dusk 123rd year of Ascendancy at 14:17 see stats
 Don't Poosh it! (Nightmare (Roguelike) difficulty)
			Killed Kelad in the lost land of Poosh.
			Don't Poosh it! (Nightmare (Roguelike) difficulty)
			Killed Kelad in the lost land of Poosh.By guided the Cornac Annihilator level 36
10th Dusk 123rd year of Ascendancy at 08:19 see stats
 Dragon's Greed (Nightmare (Roguelike) difficulty)
			Amassed 8000 gold pieces.
			Dragon's Greed (Nightmare (Roguelike) difficulty)
			Amassed 8000 gold pieces.By guided the Cornac Annihilator level 38
76th Dusk 123rd year of Ascendancy at 11:51 see stats
 Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By guided the Cornac Annihilator level 21
5th Regrowth 123rd year of Ascendancy at 18:34 see stats
 Eye of the storm (Nightmare (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Nightmare (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By guided the Cornac Annihilator level 23
17th Regrowth 123rd year of Ascendancy at 13:46 see stats
 Fear me not! (Nightmare (Roguelike) difficulty)
			Survived the Fearscape!
			Fear me not! (Nightmare (Roguelike) difficulty)
			Survived the Fearscape!By guided the Cornac Annihilator level 28
16th Pyre 123rd year of Ascendancy at 08:05 see stats
 Flooder (Nightmare (Roguelike) difficulty)
			Defeated Ukllmswwik while doing his own quest.
			Flooder (Nightmare (Roguelike) difficulty)
			Defeated Ukllmswwik while doing his own quest.By guided the Cornac Annihilator level 42
1st Decay 123rd year of Ascendancy at 06:59 see stats
 Guiding Hand (Nightmare (Roguelike) difficulty)
			Saved all escorted adventurers.
			Guiding Hand (Nightmare (Roguelike) difficulty)
			Saved all escorted adventurers.By guided the Cornac Annihilator level 35
5th Mirth 123rd year of Ascendancy at 16:29 see stats
 Home sweet home (Nightmare (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Nightmare (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By guided the Cornac Annihilator level 27
4th Pyre 123rd year of Ascendancy at 12:07 see stats
 I cleared the room of death and all I got was this lousy achievement! (Nightmare (Roguelike) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.
			I cleared the room of death and all I got was this lousy achievement! (Nightmare (Roguelike) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By guided the Cornac Annihilator level 45
67th Regrowth 124th year of Ascendancy at 06:12 see stats
 Invasion from the Depths (Nightmare (Roguelike) difficulty)
			Stopped a naga invasion by closing their portal.
			Invasion from the Depths (Nightmare (Roguelike) difficulty)
			Stopped a naga invasion by closing their portal.By guided the Cornac Annihilator level 47
71st Regrowth 124th year of Ascendancy at 11:44 see stats
 Is that how it feels to be an escort quest?! (Nightmare (Roguelike) difficulty)
			Got saved from death in the Godfeaster by Malyu and managed to escape.
			Is that how it feels to be an escort quest?! (Nightmare (Roguelike) difficulty)
			Got saved from death in the Godfeaster by Malyu and managed to escape.By guided the Cornac Annihilator level 31
25th Pyre 123rd year of Ascendancy at 05:30 see stats
 Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By guided the Cornac Annihilator level 10
21st Haze 122nd year of Ascendancy at 13:13 see stats
 Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.By guided the Cornac Annihilator level 20
4th Regrowth 123rd year of Ascendancy at 17:56 see stats
 Level 30 (Nightmare (Roguelike) difficulty)
			Got a character to level 30.
			Level 30 (Nightmare (Roguelike) difficulty)
			Got a character to level 30.By guided the Cornac Annihilator level 30
18th Pyre 123rd year of Ascendancy at 21:47 see stats
 Level 40 (Nightmare (Roguelike) difficulty)
			Got a character to level 40.
			Level 40 (Nightmare (Roguelike) difficulty)
			Got a character to level 40.By guided the Cornac Annihilator level 40
60th Haze 123rd year of Ascendancy at 08:55 see stats
 Level 50 (Nightmare (Roguelike) difficulty)
			Got a character to level 50.
			Level 50 (Nightmare (Roguelike) difficulty)
			Got a character to level 50.By guided the Cornac Annihilator level 50
13rd Pyre 124th year of Ascendancy at 13:56 see stats
 Lucky Girl (Nightmare (Roguelike) difficulty)
			Saved Melinda again and invited her to the Fortress to cure her.
			Lucky Girl (Nightmare (Roguelike) difficulty)
			Saved Melinda again and invited her to the Fortress to cure her.By guided the Cornac Annihilator level 39
1st Time of Equilibrium 123rd year of Ascendancy at 16:32 see stats
 Myths of an age past (Nightmare (Roguelike) difficulty)
			Learned all there is to learn about the Gods and the Godslayers.
			Myths of an age past (Nightmare (Roguelike) difficulty)
			Learned all there is to learn about the Gods and the Godslayers.By guided the Cornac Annihilator level 27
4th Pyre 123rd year of Ascendancy at 10:50 see stats
 Race through fire (Nightmare (Roguelike) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.
			Race through fire (Nightmare (Roguelike) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By guided the Cornac Annihilator level 49
5th Pyre 124th year of Ascendancy at 00:41 see stats
 Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By guided the Cornac Annihilator level 23
27th Regrowth 123rd year of Ascendancy at 21:12 see stats
 Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
			Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By guided the Cornac Annihilator level 32
48th Pyre 123rd year of Ascendancy at 06:04 see stats
 Size is everything (Nightmare (Roguelike) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Nightmare (Roguelike) difficulty)
			Did over 1500 damage in one attack.By guided the Cornac Annihilator level 48
72nd Regrowth 124th year of Ascendancy at 16:44 see stats
 Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.By guided the Cornac Annihilator level 27
3rd Pyre 123rd year of Ascendancy at 11:23 see stats
 Sliders (Nightmare (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.
			Sliders (Nightmare (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.By guided the Cornac Annihilator level 39
60th Haze 123rd year of Ascendancy at 08:50 see stats
 The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By guided the Cornac Annihilator level 7
78th Pyre 122nd year of Ascendancy at 13:49 see stats
 The Legend of Garkul (Nightmare (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Nightmare (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By guided the Cornac Annihilator level 27
4th Pyre 123rd year of Ascendancy at 10:50 see stats
 The Restless Dead (Nightmare (Roguelike) difficulty)
			Disturbed an old battlefield and survived the consequences.
			The Restless Dead (Nightmare (Roguelike) difficulty)
			Disturbed an old battlefield and survived the consequences.By guided the Cornac Annihilator level 26
80th Regrowth 123rd year of Ascendancy at 23:02 see stats
 The Right thing to do (Nightmare (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Nightmare (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By guided the Cornac Annihilator level 25
59th Regrowth 123rd year of Ascendancy at 14:47 see stats
 The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By guided the Cornac Annihilator level 14
48th Haze 122nd year of Ascendancy at 09:33 see stats
 Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.By guided the Cornac Annihilator level 27
3rd Pyre 123rd year of Ascendancy at 09:14 see stats
 Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By guided the Cornac Annihilator level 18
1st Wintertide 123rd year of Ascendancy at 00:31 see stats
 Unstoppable (Nightmare (Roguelike) difficulty)
			Returned from the dead.
			Unstoppable (Nightmare (Roguelike) difficulty)
			Returned from the dead.By guided the Cornac Annihilator level 28
11st Pyre 123rd year of Ascendancy at 02:36 see stats
 Vampire crusher (Nightmare (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Nightmare (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By guided the Cornac Annihilator level 36
28th Dusk 123rd year of Ascendancy at 14:45 see stats
Log
Bane of Confusion from Orc necromancer hits Guardian turret for (23 shared) damage.
Bane of Confusion from Orc necromancer hits guided for (0 exoskeleton), 16 cold (16 total damage).
Orc necromancer's River of Souls hits Guardian turret for (64 shared) damage.
Orc necromancer's River of Souls hits guided for (0 exoskeleton), 46 cold (46 total damage).
Inquisitor Arenor casts Blood Grasp.
Inquisitor Arenor's spell attains critical power!
guided deflects the projectile from Inquisitor Arenor but fumbles!
Orc necromancer's River of Souls killed Guardian turret!
Burning Phosphorous from Guided hits Ghoulking for 88 fire damage.
Orc necromancer casts Invoke Darkness.
Orc necromancer casts Blood Grasp.
guided deflects the projectile from Orc necromancer to the south!
Orc necromancer hits guided for (25 exoskeleton), 138 cold (138 total damage).
Orc necromancer is injected with a pathogen!
Orc necromancer's desolate waste area effect hits guided for (0 exoskeleton), 20 cold (20 total damage).
Orc necromancer's desolate waste area effect hits guided for (0 exoskeleton), 20 cold (20 total damage).
Orc necromancer's desolate waste area effect hits guided for (0 exoskeleton), 20 cold (20 total damage).
Guided's Rocket Pod hits Orc necromancer for 85 fire, 6 blight (91 total damage).
Orc necromancer's desolate waste area effect hits guided for (0 exoskeleton), 20 cold (20 total damage).
Orc necromancer's desolate waste area effect hits guided for (0 exoskeleton), 20 cold (20 total damage).
Orc necromancer's desolate waste area effect hits guided for (0 exoskeleton), 20 cold (20 total damage).
Guided's Rocket Pod hits Skeleton master archer for 89 fire, 132 fire (221 total damage).
Inquisitor Arenor roars triumphantly.
Orc necromancer's Blood Grasp hits guided for (0 exoskeleton), 72 cold (72 total damage).
Orc necromancer receives 17 healing from Orc necromancer's Blood Grasp.
Orc necromancer's River of Souls hits guided for (0 exoskeleton), 110 cold (110 total damage).
Inquisitor Arenor's Blood Grasp hits guided for (0 exoskeleton), 261 cold (261 total damage).
Inquisitor Arenor receives 84 healing from Inquisitor Arenor's Blood Grasp.
guided the level 50 cornac annihilator was iced to death by Inquisitor Arenor on level 1 of Hidden Vault - Rak'shor Pride (1).
Guided lands.

























































