












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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: | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Adventure | 
| Sex | Female | 
| Race | Cornac | 
| Class | Mindslayer | 
| Level / Exp | 26 / 54% | 
| Size | medium | 
| Lifes / Deaths | Killed by Poltergeist Eclipse at level 15 on the 21st Dusk 122nd year of Ascendancy at 10:180 / 7 Killed by runed bone giant at level 15 on the 22nd Dusk 122nd year of Ascendancy at 15:31 Killed by runed bone giant at level 15 on the 22nd Dusk 122nd year of Ascendancy at 18:36 Killed by runed bone giant at level 15 on the 23rd Dusk 122nd year of Ascendancy at 14:16 Killed by runed bone giant at level 15 on the 23rd Dusk 122nd year of Ascendancy at 17:29 Killed by Chronolith Clone at level 26 on the 5th Decay 122nd year of Ascendancy at 19:55 Killed by Chronolith Twin at level 26 on the 7th Decay 122nd year of Ascendancy at 04:17 | 
Primary Stats
| Strength | 12 (base 11) | 
| Dexterity | 15 (base 10) | 
| Constitution | 16 (base 10) | 
| Magic | 12 (base 11) | 
| Willpower | 74 (base 57) | 
| Cunning | 62 (base 48) | 
Resources
| Life | -231/549 | 
| Mana | 90/570 | 
| Psi | 37/164 | 
| Healing Factor | 1.2045771506545 | 
| Regeneration | 5.1194528902814 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -2.0206059048178E-12% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 5 | 
| See Stealth | 36.889385242605 | 
| See Invisible | 36.889385242605 | 
Offense: Mainhand
| Damage | 64 | 
| Accuracy | 33 | 
| Crit Chance | 20% | 
| APR | 8 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 25 | 
| Crit Chance | 17% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 52 | 
| Crit Chance | 17% | 
| Speed | 1 | 
Offense: Damage Bonus
| Nature | +9% | 
| Mind | +30% | 
| Blight | +12% | 
| Arcane | +6% | 
| Cold | +26% | 
| All | 0% | 
Offense: Damage Penetration
| Mind | +10% | 
| All | 0% | 
| Physical | +15% | 
| Cold | +18% | 
| Nature | +20% | 
Defense: Base
| Armour (hardiness) | 82.36174050493 (81.898876157654%) | 
| Defense | 40 | 
| Ranged Defense | 40 | 
| Fatigue | 29 | 
| Physical Save | 14 | 
| Spell Save | 32 | 
| Mental Save | 48 | 
Defense: Resistances
| Blight | + 23%( 70%) | 
| Arcane | + 15%( 70%) | 
| Mind | + 3%( 70%) | 
| All | 0%( 70%) | 
| Darkness | + 47%( 70%) | 
| Light | + 15%( 70%) | 
| Temporal | + 34%( 70%) | 
| Physical | + 10%( 70%) | 
| Cold | + 60%( 70%) | 
| Fire | + 22%( 70%) | 
| Nature | + 46%( 70%) | 
Defense: Immunities
| Silence Resistance | 20% | 
| Disarm Resistance | 85% | 
| Knockback Resistance | 73% | 
| Confusion Resistance | 10% | 
| Stun Resistance | 96% | 
| Pinning Resistance | 21% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 26% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 370 life over 5 turns. Its effects scale with your Willpower stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 94 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 622% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. | 
Class Talents
| Psionic / Absorption | 1.30 | 
| 
 | 4/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| Psionic / Projection | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Psionic / Augmented striking | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Psionic / Voracity | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Focus | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Psionic / Psi-fighting | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Spell / Divination | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| Psionic / Augmented mobility | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Psionic / Finer energy manipulations | 1.30 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
Prodigies
| 
 | 1/1 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | active | 
| You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul.Escort: injured seer (level 1 of Ruins of Kor'Pul) As a reward you improved talent Premonition (+1 level(s)). | done | 
| You successfully escorted the injured seer to the recall portal on level 2 of Daikara.Escort: injured seer (level 2 of Daikara) As a reward you gained talent category Spell / Divination (at mastery 1.00). | done | 
| You successfully escorted the injured seer to the recall portal on level 3 of Old Forest.Escort: injured seer (level 3 of Old Forest) As a reward you improved Willpower by +5. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire.Escort: lone alchemist (level 3 of Trollmire) As a reward you improved Dexterity by +5. | done | 
| You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest.Escort: lost warrior (level 1 of Old Forest) As a reward you improved talent Unflinching Resolve (+1 level(s)). | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| 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. | 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 | 
| 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 precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed sandworm tooth. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You 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
| Psionic focus |  stralite greatsword 'Zubydara' (62-99 power, 3 apr) 3.0 T4 greatsword 1H weapon Reqs Str 35 [Rare] Master Power 62.0 - 99.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% Res.pen +15% physical On Hit (Melee): * 10% chance to slow global speed by 59% ----- def ----- Resists +6% temporal Die.at -60.00 life Massive two-handed swords. | 
| Quiver |  arcing pouch of iron shots (18/18, 16-19 power, 1 apr) 3.0 T1 shot ammo [Ego] Arcane Power 15.5 - 18.6 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 41 damage Shots are used with slings to pummel your foes to death. | 
| On hands |  Gloves of the Firm Hand (0 def, 8 armour) 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. | 
| Light source |  Spectral Cage 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 176 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. | 
| On head |  Un'fezan's Cap (1 def, 0 armour) 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+4 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. | 
| On feet |  Falorakan (0 def, 14 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +1 Mag ----- def ----- Armour +14 Fatigue +3% Resists +6% fire +3% mind +5% arcane Max.HP +100.00 ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Tool |  Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 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 12 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 |  gold ring 'Elebrerimira' 0.1 T3 ring jewelry [Rare] Master While equipped: ----- def ----- Armour +2 Resists +5% arcane Mind.save +12 (+4 eff.) Die.at -80.00 life Max.HP +25.00 Silence- +20% Disarm- +22% Pinning- +21% Knockbk- +43% Rings make your fingers look great! | 
| On fingers |  Dairista the Phlegmbright 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind +9% nature Res.pen +20% nature ----- def ----- Resists +5% arcane +6% nature Spell.save +3 (+2 eff.) HP.reg +4.00 Stun/Frz- +26% Rings make your fingers look great! | 
| Around neck |  Ivonor the steel amulet 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun dps ---------- Dmg.mod +6% arcane +24% mind Res.pen +10% mind ----- def ----- Resists +12% light +13% darkness Blind- +26% Amulets make your neck look great! | 
| In main hand |  dwarven-steel longsword 'Arthudradas' (26-36 power, 4 apr) 3.0 T3 longsword 1H weapon Reqs Str 24 [Random Unique] Arcane/Nature/Master Power 26.0 - 36.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 nature On Hit: * Create an explosion dealing 41 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +12% blight +11% cold Res.pen +8% cold Acc +8 (+4 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +3% blight +3% temporal Disarm- +23% Sharp, long, and deadly. | 
| Around 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. | 
| In off hand |  Wrathroot's Barkwood (9 def, 10 armour, 60 block) 7.0 T2 shield armor Reqs Shield usage training Str 25 [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. | 
| Cloak |  enveloping cashmere cloak of the voidstalker (9 def, 0 armour) 2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +9 (+3 eff.) Resists +14% darkness +15% temporal Phys.save +5 (+5 eff.) Def/telep +12 Res/telep +11% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Nusin the stralite plate armour (30 def, 13 armour) 17.0 T4 massive armor Reqs Massive armour training Str 48 [Rare] Master While equipped: Stats +1 Cun ----- def ----- Armour +13 Defense +30 (+10 eff.) Fatigue +22% Resists +3% light +16% fire Spell.save +12 (+6 eff.) Die.at -20.00 life ---------- misc Max.hate +6.00 A suit of armour made of metal plates. | 
Inventory
|  blink rune of the psychic (range 5; phase 19; cd 19) 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Rune of Dissipation ( ) 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune of the warrior (absorb 32; cd 22) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 32 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions | 
|  Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 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... | 
|  copper ring of lightning (+20%) 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Rings make your fingers look great! | 
|  marksman's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) Rings make your fingers look great! | 
|  wizard's copper ring of perseverance 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! | 
|  Poradanor the Gloomlady 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +8 Mag +4 Wil dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +6% arcane +3% darkness On Hit (Melee): * 20% chance to reduce armor by 24% ---------- misc Max.mana +60.00 Rings make your fingers look great! | 
|  steel emerald ring 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+4 eff.) Apr +7 ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +3% all Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 91% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  ash starstaff of breaching (15-18 power, 3 apr, light element) 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% light Res.pen +8% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Spectral Blade (26-42 power, 25 apr) 0.1 T2 greatsword 2H weapon Reqs Mag 18 [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 40% Wil, 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. | 
|  Colaryem (48-77 power, 12 apr) 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 40% Wil, 130% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. | 
|  Mucusnight (48-76 power, 3 apr) 3.0 T4 greatsword 2H weapon Reqs Str 35 [Rare] Master Power 47.5 - 76.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +8 nature On Hit.r1 +8 nature +8 acid On Crit.r2 +4 mind On Crit: * Wound the target dealing 123 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +9 (+4 eff.) Res.pen +25% mind ----- def ----- Resists +6% acid Massive two-handed swords. | 
|  River's Fury (23-32 power, 8 apr) 3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+5 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. 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 3, doing 9.02 cold damage and 7.16 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 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. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. | 
|  elemental stralite waraxe (31-43 power, 5 apr) 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Arcane Power 31.0 - 43.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * Create an explosion dealing 41 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +19% lightning One-handed war axes. | 
|  steel dagger of corruption (11-14 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane Power 11.0 - 14.3 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 2 Sharp, short and deadly. | 
|  dwarven-steel dagger of massacre (24-32 power, 7 apr) 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Power 24.5 - 31.9 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. | 
|  Eye of Summer (8-9 power, 18 apr, fire damage) 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. | 
|  Silk Current (12 def, 0 armour) 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. | 
|  tormentor's cashmere robe of life (0 def, 0 armour) 2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Crit.mult +12.00% ----- def ----- Resists +7% blight +11% all Max.HP +58.00 HP.reg +2.20 Heal.mod +13% ---------- misc Hate/m.crit +2.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  duelist's reinforced leather armour (17 def, 12 armour) 9.0 T4 light armor Reqs Str 18 [Ego+] Master While equipped: Stats +4 Cun +4 Dex ----- def ----- Armour +12 Defense +17 (+6 eff.) Fatigue +8% A suit of armour made of leather. | 
|  rejuvenating steel mail armour of the deep (2 def, 9 armour) 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego+] Nature While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% Resists +8% acid +6% cold HP.reg +2.80 ---------- misc Stam/turn +0.80 Breathe water A suit of armour made of mail. | 
|  Rope Belt of the Thaloren 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. | 
|  Alesadil the hardened leather belt 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +8 Str +1 Dex dps ---------- Mind.pwr +6 (+2 eff.) Res.pen +5% blight ----- def ----- Resists +5% arcane Phys.save +11 (+8 eff.) ---------- misc Light +2 A belt that goes around your waist. | 
|  Neira's Memory 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 130, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. | 
|  Galepower (1 def, 8 armour) 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Str +3 Wil dps ---------- Dmg.mod +3% lightning +3% mind ----- def ----- Armour +8 Defense +1 (+1 eff.) Resists +9% lightning Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Ichorglamour the elven-silk cloak (3 def, 0 armour) 2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +14.00% Mind.pwr +25 (+8 eff.) Dmg.mod +6% mind Acc +10 (+5 eff.) Apr +10 On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Defense +3 (+1 eff.) Mind.save +12 (+4 eff.) Stealth +8 ---------- misc Psi/ret +0.12 Max.psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Wyrmbreath (0 def, 4 armour) 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 91.40 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. | 
|  cinder hardened leather gloves of strength (+2) (0 def, 2 armour) 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+4 eff.) Melee+ 7 fire Dmg.mod +3% fire ----- def ----- Armour +2 Resists +7% fire 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. | 
|  dwarven-steel gauntlets 'Frozenblood' (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +5% cold Acc +13 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +3% blight +6% temporal +9% darkness +9% lightning Spell.save +12 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  dwarven-steel gauntlets 'Hailswift' (0 def, 9 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 8 physical Dmg.mod +12% cold +5% physical +6% fire ----- def ----- Armour +9 Fatigue +3% Resists +6% blight +3% cold +5% arcane +12% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  dwarven-steel gauntlets 'Ularegovon' (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Acc +8 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% light +2% physical +7% darkness +3% fire ---------- misc Max.stam +30.00 Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Storm Bringer's Gauntlets (0 def, 5 armour) 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+6 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. | 
|  linen wizard hat 'Snowpython' (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Crit.mult +10.00% Phys.pwr +5 (+2 eff.) Res.pen +5% cold Acc +5 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +5% lightning +6% temporal A pointy cloth hat, very wizardly... | 
|  starseer's cashmere wizard hat (2 def, 0 armour) 2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +6% light +6% temporal +6% darkness +7% physical ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... | 
|  hardened leather cap 'Ivata' (10 def, 3 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +5 Dex +3 Cun dps ---------- Apr +5 Melee Ret 2 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 32 ----- def ----- Armour +3 Defense +10 (+4 eff.) Fatigue +3% ---------- misc Stam/turn +3.00 A cap made of leather. | 
|  Zubysevena the Loampall (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature Res.pen +20% fire Melee Ret 2 fire On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal +9% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  miner's iron helm of the depths (0 def, 5 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +6% cold ---------- misc Infravis +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Helm of the Dwarven Emperors (0 def, 6 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. | 
|  2 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. | 
|  3 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  6 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  4 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. | 
|  5 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. | 
|  4 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. | 
|  12 opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  6 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  5 amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  2 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. | 
|  6 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 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. | 
|  5 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. | 
|  2 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. | 
|  turquoise 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  2 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. | 
|  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. | 
|  159 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. | 
|  Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(130 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  piercing brass lantern of focus 2.0 T1 lite [Ego+] Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind Res.pen +6% all Apr +5 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  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. | 
|  dwarven-steel pickaxe of deeplife (dig speed 25 turns) 3.0 T3 digger tool [Ego+] Nature While equipped: Stats +2 Str ----- def ----- Resists +8% darkness Affinity +15% darkness ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  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. | 
|  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 Annulment (1/1) 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  elm wand of conjuration [power 105]  (15 cooldown) 2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 105 acid damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  ash wand of clairvoyance 'Shiverwinnow' [power 10]  (15 cooldown) 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% lightning +15% cold +12% blight Res.pen +5% cold Reveal the area around you, dispelling darkness (radius 10, power 37 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to heal for 38. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  ash wand of shielding [power 188]  (20 cooldown) 2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  powerful ash wand of lightning storm [power 194]  (15 cooldown) 2.0 T2 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (194 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Heart of the Sandworm Queen 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. | 
Achievements
 Bringer of Doom (Nightmare (Adventure) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Nightmare (Adventure) difficulty)
			Killed a Bringer of Doom.By Margaery the Cornac Mindslayer level 23
59th Haze 122nd year of Ascendancy at 15:26 see stats
 Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
			Killed Borius in the Bearscape.
			Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
			Killed Borius in the Bearscape.By Margaery the Cornac Mindslayer level 18
69th Dusk 122nd year of Ascendancy at 17:32 see stats
 Earth Master (Nightmare (Adventure) difficulty)
			Killed Harkor'Zun.
			Earth Master (Nightmare (Adventure) difficulty)
			Killed Harkor'Zun.By Margaery the Cornac Mindslayer level 25
3rd Decay 122nd year of Ascendancy at 04:13 see stats
 Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Margaery the Cornac Mindslayer level 20
33rd Haze 122nd year of Ascendancy at 20:16 see stats
 Eye of the storm (Nightmare (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Nightmare (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Margaery the Cornac Mindslayer level 23
63rd Haze 122nd year of Ascendancy at 16:59 see stats
 Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Margaery the Cornac Mindslayer level 10
9th Mirth 122nd year of Ascendancy at 03:27 see stats
 Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By Margaery the Cornac Mindslayer level 20
1st Haze 122nd year of Ascendancy at 17:00 see stats
 Poisonous (Nightmare (Adventure) difficulty)
			Sided with the assassin lord.
			Poisonous (Nightmare (Adventure) difficulty)
			Sided with the assassin lord.By Margaery the Cornac Mindslayer level 19
74th Dusk 122nd year of Ascendancy at 09:20 see stats
 Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.
			Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.By Margaery the Cornac Mindslayer level 25
3rd Decay 122nd year of Ascendancy at 19:23 see stats
 The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Margaery the Cornac Mindslayer level 10
9th Mirth 122nd year of Ascendancy at 03:27 see stats
 The Right thing to do (Nightmare (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Nightmare (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Margaery the Cornac Mindslayer level 20
8th Haze 122nd year of Ascendancy at 03:29 see stats
 The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.By Margaery the Cornac Mindslayer level 17
36th Dusk 122nd year of Ascendancy at 11:37 see stats
 Thralless (Nightmare (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless (Nightmare (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.By Margaery the Cornac Mindslayer level 20
7th Haze 122nd year of Ascendancy at 15:53 see stats
 Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Margaery the Cornac Mindslayer level 17
68th Dusk 122nd year of Ascendancy at 04:15 see stats
Log
Chronolith Twin casts Twilight.
The protective shield of Margaery disappears.
Margaery slows down.
Chronolith Twin's gravity area effect hits Margaery for (18 to psi shield), 27 physical (27 total damage).
Margaery is drawn in by the singularity!
Something hits Margaery for (77 to psi shield), 220 physical (220 total damage).
Margaery uses Block.
Talent Infusion: Regeneration is ready to use.
Chronolith Twin's gravity area effect hits Margaery for (18 to psi shield), (27 blocked), 0 physical (0 total damage).
Chronolith Twin casts Searing Light.
Margaery casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Chronolith Twin hits Margaery for (16 to psi shield), (24 blocked), 0 physical, (23 to psi shield), (34 blocked), 0 light (0 total damage).
Margaery speeds up.
Margaery slows down.
Chronolith Twin's light area effect hits Margaery for (8 to psi shield), (12 blocked), 0 physical, (11 to psi shield), (17 blocked), 0 light (0 total damage).
Chronolith Twin's gravity area effect hits Margaery for (18 to psi shield), (27 blocked), 0 physical (0 total damage).
Margaery uses Infusion: Regeneration.
Margaery starts regenerating health quickly.
Chronolith Twin casts Repulsion Blast.
Chronolith Twin's spell attains critical power!
Chronolith Twin hits Margaery for (77 to psi shield), 186 physical (186 total damage).
Margaery the level 26 cornac mindslayer was ground to death by Chronolith Twin on level 4 of Temporal Rift.
You carry too much--you are encumbered!
Drop some of your items.















































