










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | 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:
 Items Vault 1.7.0Donators/Buyers bonus! 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:
 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. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Skeleton | 
| Class | Temporal Warden | 
| Level / Exp | 24 / 15% | 
| Size | big | 
| Lifes / Deaths | Killed by radiant horror at level 24 on the 26th Dusk 122nd year of Ascendancy at 19:30/ 1 | 
Primary Stats
| Strength | 45 (base 14) | 
| Dexterity | 52 (base 24) | 
| Constitution | 41 (base 21) | 
| Magic | 90 (base 54) | 
| Willpower | 49 (base 12) | 
| Cunning | 22 (base 10) | 
Resources
| Life | -86/683 | 
| Paradox | 359 | 
| Healing Factor | 1.2281403954777 | 
| Regeneration | 7.6758774717356 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
| Infravision | 5 | 
| See Stealth | 26.222345367736 | 
| See Invisible | 24.222345367736 | 
Offense: Mainhand
| Damage | 103 | 
| Accuracy | 56 | 
| Crit Chance | 10% | 
| APR | 43 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 56 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 37 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +10% | 
| Blight | +3% | 
| Physical | +9% | 
| Cold | +15% | 
| All | 0% | 
| Darkness | +10% | 
| Light | +12% | 
| Temporal | +9% | 
| Mind | +16% | 
Offense: Damage Penetration
| Physical | +32% | 
| Nature | +40% | 
| Blight | +40% | 
| Arcane | +30% | 
| Fire | +40% | 
| All | +25% | 
Defense: Base
| Armour (hardiness) | 31.335093952971 (47.857809501309%) | 
| Defense | 52 | 
| Ranged Defense | 52 | 
| Fatigue | 16 | 
| Physical Save | 34 | 
| Spell Save | 39 | 
| Mental Save | 22 | 
Defense: Resistances
| Acid | + 26%( 70%) | 
| Blight | + 21%( 70%) | 
| Physical | + 13%( 70%) | 
| Cold | + 39%( 70%) | 
| All | + 7%( 70%) | 
| Darkness | + 21%( 70%) | 
| Lightning | + 18%( 70%) | 
| Mind | + 17%( 70%) | 
| Fire | + 29%( 70%) | 
| Nature | + 13%( 70%) | 
Defense: Immunities
| Stun Resistance | 22% | 
| Bleed Resistance | 100% | 
| Fear Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 100% | 
| Blind Resistance | 26% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 437 damage for 7 turns. Its effects scale with your Constitution stat. | 
| Runes | Effective talent level: 1.0Rune: Mirror Image Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to 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. | 
| Runes | Effective talent level: 1.0Rune: Blink Use mode: Activated Range: 7 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Magic stat. | 
Class Talents
| Chronomancy / Bow Threading | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Chronomancy / Stasis | 1.00 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Threaded Combat | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Chronomancy / Spacetime Folding | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Temporal Combat | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Chronomancy / Temporal Guardian | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Chronomancy / Speed Control | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Blade Threading | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Generic Talents
| Undead / Skeleton | 1.10 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Chronomancy / Chronomancy | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Spacetime Weaving | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
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 | 
| You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest.Escort: lone alchemist (level 2 of Old Forest) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire.Escort: lost defiler (level 2 of Trollmire) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire.Escort: lost defiler (level 3 of Trollmire) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair.Escort: lost sun paladin (level 2 of Norgos Lair) As a reward you improved talent Chant of Fortress (+1 level(s)). | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| 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. | 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 been resurrected as an undead by some dark powers.The rotting stench of the dead However, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done | 
Equipment
| On feet |  Belodhebeth (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +20 (+6 eff.) Armour: +5 Fatigue: +4% Changes stats: +3 Str / +1 Dex / +1 Mag / +4 Wil / +8 Con Changes resistances: +9% fire / +10% cold Changes resistances penetration: +7% physical Mindpower: +7 (+3 eff.) Light radius: +1 Infravision radius: +2 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Quiver |  Mirestreak the quiver of ash arrows (13/16, 22-31 power, 13 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 22.5 - 31.5 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +13 Crit. chance: +6.5% Capacity: 16 On weapon hit: * 10 arcane resource burn * 20% chance to slow global speed by 51% * 20% chance to knock the target back 3 spaces and deal 150 physical damage Travel speed: +200% Damage (Ranged): +21 physical Damage (radius 1) on hit: +12 nature Arrows are used with bows to pierce your foes to death. | 
| Light source |  Aerabrewe the alchemist's lamp Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Effects on melee hit: * 20% chance to reduce armor by 37% * 10% chance to reduce strength, dexterity, and constitution by 27 Damage when hit (Melee): 4 acid Changes stats: +4 Wil / +3 Con Changes resistances: +8% blight Changes resistances penetration: +10% all Changes damage: +8% mind Life regen: +6.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  Alugund the linen wizard hat (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 27 Changes resistances: +15% darkness Changes resistances penetration: +5% arcane Changes damage: +10% darkness Spellpower: +15 (+5 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pointy cloth hat, very wizardly... | 
| Tool |  Lelylekor [power 150]  (15 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Armour penetration: +1 Armour: +6 Defense: +30 (+9 eff.) It can be used to blast the opponent's mind dealing 174 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 13% for 2 turns. * Heal for 37. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  steel ring 'Velisenor' Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 12 light Changes stats: +2 Mag Changes resistances: +20% acid / +6% nature / +7% blight Changes damage: +10% acid / +12% light Poison immunity: +14% Disease immunity: +13% Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! | 
| On fingers |  Blizzardsin the steel ring Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +7 Defense: +9 (+3 eff.) Changes resistances: +24% cold Changes resistances penetration: +15% blight Changes damage: +3% blight / +15% cold Blindness immunity: +26% Infravision radius: +3 See stealth: +7 See invisible: +5 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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 108% 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! | 
| Around waist |  Mayura Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 4 mind Changes stats: +3 Dex / +10 Mag / +20 Wil / +6 Cun / +1 Con Changes resistances: +3% mind Changes damage: +3% mind Damage against: +25% Summoned Reduced damage from: +28% Summoned Spell save: +11 (+4 eff.) Spell crit. chance: +4% Size category: +1 A belt that goes around your waist. | 
| In main hand |  enhanced elven-wood longbow of piercing Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +18 (+6 eff.) Armour penetration: +14 Changes stats: +14 Str / +9 Dex / +8 Mag / +9 Wil / +6 Cun / +8 Con Changes resistances penetration: +15% all Longbows are used to shoot arrows at your foes. | 
| On hands |  Huredil (0 def, 4 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +30 (+7 eff.) Armour: +4 Damage (Melee): 6 mind Changes resistances: +8% mind Changes damage: +9% temporal / +5% mind / +9% physical Physical save: +6 (+3 eff.) 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. | 
| Main armor |  impenetrable steel mail armour of stability (2 def, 14 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +14 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +6% physical Physical save: +13 (+6 eff.) A suit of armour made of mail. | 
| Cloak |  Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. | 
| Around neck |  Elenydunagar the Vileshear Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 51% Changes resistances: +12% lightning / +15% fire Changes resistances penetration: +15% nature / +15% fire Stun/Freeze immunity: +22% Amulets make your neck look great! | 
Inventory
|  Prismatic Rune (6 turns; physical, light, blight, nature, temporal) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 4 light, 5 blight, 3 nature, 3 temporal It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  acid wave rune of the titan (damage 236; dur 4; cd 19) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 235.62 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  biting gale rune of the duelist (damage 167; dur 4; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 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 direct a cone of chilling stormwind doing 167.21 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to 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 wizard (absorb 156; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 156 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 Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  teleportation rune of the duelist (range 95; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 95 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  copper amulet 'Brightfear' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +8 Changes stats: +3 Dex / +3 Mag Changes resistances: +3% light Changes damage: +6% light Healing mod.: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! | 
|  copper amulet of magic (+3) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets make your neck look great! | 
|  serendipitous steel amulet of mastery (0.15 Chronomancy / Speed Control) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +7 (+2 eff.) Changes stats: +9 Lck Talent mastery: +0.15 Chronomancy / Speed Control Reduce all damage from unseen attackers: 12% Amulets make your neck look great! | 
|  Hathuharafang the steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% nature / +12% darkness Changes resistances penetration: +15% temporal Disarm immunity: +28% Pinning immunity: +26% Knockback immunity: +24% Maximum life: +23.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! | 
|  Lorokan the Phlegmbreaker Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Cun / +1 Mag Changes resistances: +20% fire Changes resistances penetration: +15% nature Changes damage: +10% fire Reduces incoming crit damage: 5.00% Rings make your fingers look great! | 
|  Mayimira the copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 24 Damage when hit (Melee): 8 mind Changes resistances: +9% mind / +11% temporal Changes damage: +6% blight / +11% temporal / +6% mind Rings make your fingers look great! | 
|  Tarrarek the steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Physical crit. chance: +4.0% Armour: +12 Defense: +10 (+3 eff.) Changes stats: +2 Cun / +4 Str Infravision radius: +2 See invisible: +15 Rings make your fingers look great! | 
|  Xaniriathra Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Str / +2 Con Changes resistances: +24% lightning / +6% darkness / +6% nature Changes damage: +12% lightning Critical mult.: +5.00% Psi when hit: +0.24 Mental crit. chance: +2% Rings make your fingers look great! | 
|  copper ring of darkness (+20%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings make your fingers look great! | 
|  psionicist's copper ring of clarity Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +11 (+5 eff.) Confusion immunity: +21% Rings make your fingers look great! | 
|  Drake's Bane (45-68 power, 21 apr) Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+5 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. | 
|  steel dagger 'Nimbusresolve' (26-34 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 26.0 - 33.8 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +4 cold Damage (radius 2) on crit: +8 lightning When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Changes resistances: +6% lightning Changes resistances penetration: +10% lightning Sharp, short and deadly. | 
|  This item will automatically be transmogrified when you leave the level. steel dagger 'Shadeserpent' (13-17 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 20% Damage (radius 2) on crit: +16 mind When wielded/worn: Accuracy: +13 (+4 eff.) Changes stats: +2 Dex / +2 Cun Changes resistances: +12% darkness Changes damage: +12% mind Mental crit. chance: +3% Combat speed: +10% Sharp, short and deadly. | 
|  Darkvein the ash longbow Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 On weapon hit: * 10% chance to reduce damage dealt by 20% Damage (Ranged): +12 acid When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +11 Changes resistances: +6% darkness Changes resistances penetration: +14% physical / +20% darkness / +11% all Changes damage: +15% acid Longbows are used to shoot arrows at your foes. | 
|  Eclipse (18-22 power, 4 apr, darkness element) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% light / +15% physical / +15% darkness / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+4 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. | 
|  yew magestaff 'Bealin' (20-24 power, 4 apr, cold element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +8.0% Physical power: +5 (+1 eff.) Armour: +2 Defense: +15 (+5 eff.) Changes resistances: +6% lightning / +6% mind Changes damage: +20% cold Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +16 (+5 eff.) Spell crit. chance: +12% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. | 
|  Skullcleaver (20-28 power, 4 apr) Requires: - Magic 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. | 
|  Helltide Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 24 Changes resistances: +6% fire Changes resistances penetration: +10% temporal / +15% fire Maximum life: +31.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. | 
|  Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. | 
|  Tulichak the cashmere cloak (12 def, 12 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 37% Damage when hit (Melee): 4 acid Changes resistances: +15% cold Physical save: +14 (+7 eff.) Spell save: +16 (+6 eff.) Mental save: +27 (+13 eff.) Equilibrium when hit: +0.08 Mindpower: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Ivywe (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Armour: +3 Changes stats: +4 Wil / +1 Mag Silence immunity: +23% Confusion immunity: +21% Stun/Freeze immunity: +26% Spell crit. chance: +2% A pair of boots made of leather. | 
|  The Black Boots (2 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." | 
|  dwarven-steel gauntlets 'Glowburst' (0 def, 2 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 16% chance to reduce all saves and defense by 24 Damage (Melee): 18 mind / 21 darkness Changes stats: +5 Cun / +6 Wil Changes resistances penetration: +15% light Mental save: -13 (-11 eff.) Mindpower: +5 (+3 eff.) Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. | 
|  The Face of Fear (8 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+6 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 13.92 mind and 13.20 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 14% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 13. Terrified: Deals 2.90 mind and 2.75 darkness damage per turn and increases cooldowns by 22%. Haunted: Causes the target to suffer 5.42 mind and 5.14 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. | 
|  prismatic drakeskin leather armour of acid resistance (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+6 eff.) Fatigue: +8% Changes resistances: +15% acid / +10% light / +10% darkness A suit of armour made of leather. | 
|  Bygorn the Festerfist (14/14, 16-23 power, 5 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 16.5 - 23.1 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 14 On weapon hit: * 10% chance to slow global speed by 51% Damage (Ranged): +16 nature Damage (radius 1) on hit: +12 nature Arrows are used with bows to pierce your foes to death. | 
|  Hornet Stingers (20/20, 18-25 power, 10 apr) Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. | 
|  quiver of elm arrows 'Breezetickler' (16/16, 16-22 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.5 - 21.7 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 16 On weapon hit: * 20% chance to slow global speed by 51% * 25% chance for lightning to strike from the target to a second target dealing 95 damage Damage (Ranged): +20 fire / +20 nature Damage (radius 1) on hit: +4 fire Arrows are used with bows to pierce your foes to death. | 
|  quiver of elm arrows of crippling (6/20, 14-20 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +9.0% Capacity: 20 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. | 
|  quiver of yew arrows 'Glowwell' (58/58, 31-43 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 31.0 - 43.4 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +12 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 58 Damage (Ranged): +12 cold Damage (radius 1) on hit: +20 light Damage (radius 2) on crit: +4 light When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. | 
|  9 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  253 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  2 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
|  7 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Deleromifast the Umbrakill Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 24 Changes resistances: +12% darkness Changes damage: +3% lightning / +3% darkness Light radius: +6 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. | 
|  alchemist's lamp 'Islunn' Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes damage: +12% mind / +6% temporal Reduces incoming crit damage: 10.00% Physical save: +28 (+11 eff.) Disarm immunity: +20% Light radius: +4 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  brass lantern 'Rainnail' Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 27 Damage when hit (Melee): 12 fire Changes stats: +3 Cun / +5 Con Changes resistances: +6% fire Changes resistances penetration: +5% blight Changes damage: +6% cold Light radius: +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. | 
| The CogThe Cog Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. | 
|  Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. | 
|  Frigidvortex [power 57]  (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 37% * 20% chance to reduce all saves and defense by 24 Changes resistances: +3% acid / +12% mind Changes damage: +3% mind / +12% cold It can be used to setup a psionic shield, reducing all damage taken by 57 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. | 
|  extending steel torque of psionic shield [power 45]  (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 45 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. | 
|  iron torque of gale force [power 105]  (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 114 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. | 
|  supercharged steel torque of psionic shield [power 65]  (28 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 65 for 5 turns Activation puts all charms on cooldown for 28 turns. Torques are made by powerful psionics to store psionic powers. | 
|  Airwyrd [power 105]  (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +3% temporal Changes resistances penetration: +25% arcane Changes damage: +3% lightning / +6% arcane It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 220 Base Damage: 107 Armor: 0 All Resist: 8 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  3 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  Oludar [power 176]  (15 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Armour penetration: +3 Changes resistances penetration: +10% physical Physical save: +3 (+2 eff.) It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 35 lightning damage and will be dazed for 1 turn (176 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 12% for 2 turns. * Cleanse 1 total effects of type disease, wound, or poison. * Increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  cleansing elm wand of conjuration [power 105]  (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 105 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  powerful elm wand of shielding [power 116]  (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  5 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  7 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  9 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By VOVAPAIN the Skeleton Temporal Warden level 21
22nd Dusk 122nd year of Ascendancy at 18:59 see stats
 Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By VOVAPAIN the Skeleton Temporal Warden level 10
9th Mirth 122nd year of Ascendancy at 18:16 see stats
 Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By VOVAPAIN the Skeleton Temporal Warden level 20
18th Dusk 122nd year of Ascendancy at 05:12 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By VOVAPAIN the Skeleton Temporal Warden level 5
3rd Mirth 122nd year of Ascendancy at 06:19 see stats
 The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By VOVAPAIN the Skeleton Temporal Warden level 14
5th Flare 122nd year of Ascendancy at 23:56 see stats
 Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By VOVAPAIN the Skeleton Temporal Warden level 21
22nd Dusk 122nd year of Ascendancy at 22:40 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By VOVAPAIN the Skeleton Temporal Warden level 15
1st Dusk 122nd year of Ascendancy at 02:40 see stats
Log
Radiant horror casts Circle of Blazing Light.
VOVAPAIN shoots!
Radiant horror casts Firebeam.
Radiant horror casts Sunburst.
Radiant horror hits VOVAPAIN for 21 fire, 135 light, 135 light (290 total damage).
Radiant horror hits VOVAPAIN's temporal clone for (7 shared), 28 fire, (43 shared), 178 light, (43 shared) (299 total damage).
Talent Bone Armour is ready to use.
Talent Rune: Blink is ready to use.
Radiant horror HEALS from  fire  damage!
Radiant horror HEALS from  light  damage!
Radiant horror HEALS from  fire  damage!
Radiant horror HEALS from  light  damage!
Radiant horror's light area effect hits VOVAPAIN for 47 light damage.
Radiant horror's light area effect hits VOVAPAIN's temporal clone for (15 shared), 62 light (78 total damage).
Radiant horror's blazing light area effect hits VOVAPAIN's temporal clone for 7 fire, 9 light, (2 shared), (2 shared) (19 total damage).
Radiant horror's blazing light area effect hits VOVAPAIN for 5 fire, 7 light (12 total damage).
Radiant horror's blazing light area effect hits Radiant horror for 0 fire, 7 healing, 0 light, 7 healing (0 total damage) [14 healing].
Searing horror's blazing light area effect hits Radiant horror for 17 fire, 13 healing, 0 light, 13 healing (17 total damage) [26 healing].
Searing horror's blazing light area effect hits Radiant horror for (17 absorbed), 0 fire, 16 healing, 0 light, 16 healing (0 total damage) [32 healing].
VOVAPAIN's Shoot performs a ranged critical strike against Radiant horror!
VOVAPAIN's Shoot hits Radiant horror for 169 physical damage.
VOVAPAIN's Shoot killed Radiant horror!
VOVAPAIN's temporal clone uses Re-assemble.
Radiant horror casts Circle of Blazing Light.
VOVAPAIN's temporal clone receives 478 healing from Re-assemble.
Radiant horror casts Sunburst.
Radiant horror hits VOVAPAIN for 114 light, 114 light (229 total damage).
Radiant horror hits VOVAPAIN's temporal clone for (37 shared), 151 light, (37 shared) (225 total damage).
VOVAPAIN the level 24 skeleton temporal warden was radiated to death by a radiant horror on level 3 of Lake of Nur.























































