











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Item Notes 1.7.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality: 
 Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. 
 
 
 
 
 
 
 
 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:
 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
 Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents: 
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Items Vault 1.7.6Donators/Buyers bonus! Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Higher | 
| Class | Arcane Blade | 
| Level / Exp | 50 / 2631% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded/ 0 | 
Primary Stats
| Strength | 79 (base 31) | 
| Dexterity | 105 (base 60) | 
| Constitution | 43 (base 17) | 
| Magic | 154 (base 63) | 
| Willpower | 41 (base 10) | 
| Cunning | 137 (base 65) | 
Resources
| Life | 1495/1495 | 
| Mana | 511/511 | 
| Stamina | 230/310 | 
| Steam | 100/100 | 
| Healing Factor | 1.4397742564934 | 
| Regeneration | 39.233848489446 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +41.20512205326% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 11 | 
| Lite | 14 | 
| Infravision | 7 | 
| See Stealth | 94.68257532621 | 
| See Invisible | 94.68257532621 | 
Offense: Mainhand
| Damage | 123 | 
| Accuracy | 69 | 
| Crit Chance | 76% | 
| APR | 21 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 103 | 
| Crit Chance | 100% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 57 | 
| Crit Chance | 66% | 
| Speed | 1 | 
Offense: Damage Bonus
| Arcane | +55% | 
| Mind | +18% | 
| All | +15% | 
| Lightning | +130% | 
| Light | +46% | 
| Temporal | +52% | 
| Physical | +62% | 
| Cold | +77% | 
| Fire | +52% | 
| Nature | +30% | 
Offense: Damage Penetration
| Darkness | +56% | 
| Temporal | +56% | 
| All | +40% | 
| Mind | +55% | 
| Nature | +60% | 
Defense: Base
| Armour (hardiness) | 44.975525093281 (55.65183292883%) | 
| Defense | 93 | 
| Ranged Defense | 100 | 
| Fatigue | 0 | 
| Physical Save | 47 | 
| Spell Save | 71 | 
| Mental Save | 69 | 
Defense: Resistances
| Acid | + 53%( 70%) | 
| Blight | + 58%( 70%) | 
| Arcane | + 67%( 70%) | 
| Cold | + 67%( 70%) | 
| All | + 45%( 70%) | 
| Darkness | + 67%( 70%) | 
| Light | + 66%( 70%) | 
| Temporal | + 70%( 70%) | 
| Physical | + 51%( 70%) | 
| Lightning | + 70%( 70%) | 
| Mind | + 62%( 70%) | 
| Nature | + 53%( 70%) | 
Defense: Immunities
| Teleport Resistance | 20% | 
| Disarm Resistance | 100% | 
| Silence Resistance | 0% | 
| Confusion Resistance | 100% | 
| Stun Resistance | 100% | 
| Pinning Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 100% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 898% 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 Dexterity stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 14 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 4 turns and blocking 359 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. | 
| Runes | Effective talent level: 1.0Rune: Dissipation Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1228 damage for 6 turns. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Stormshield Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 74 up to 7 times. Its effects scale with your Strength stat. | 
Class Talents
| Spell / Air | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| Spell / Enhancement | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Magical combat | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Technique / Two-handed assault | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Spell / Earth | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Spell / Fire | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat techniques | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Staff combat | 1.20 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Conveyance | 1.00 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Race / Higher | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Spell / Aegis | 1.00 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Arcane Feed | 
| talent | Arcane Combat | 
| talent | Arcane Shield | 
| talent | Thunderstorm | 
| talent | Feather Wind | 
| talent | Shock Hands | 
| talent | Premonition | 
| talent | Shielding | 
| talent | Stone Skin | 
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done | 
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave | active | 
| You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.Back and there again You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done | 
| You successfully escorted the injured seer to the recall portal on level 1 of Old Forest.Escort: injured seer (level 1 of Old Forest) As a reward you improved talent Premonition (+1 level(s)). | done | 
| You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell.Escort: lone alchemist (level 4 of Dreadfell) As a reward you improved talent Staff Mastery (+1 level(s)). | done | 
| You successfully escorted the lost defiler to the recall portal on level 1 of Daikara.Escort: lost defiler (level 1 of Daikara) As a reward you improved Cunning by +5. | done | 
| You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair.Escort: lost defiler (level 2 of Norgos Lair) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell.Escort: lost tinker (level 2 of Dreadfell) As a reward you gained knowledge of tinker technology. | done | 
| You failed to protect the lost warrior from death by orc assassin.Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire.Escort: lost warrior (level 2 of Trollmire) As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done | 
| You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest.Escort: lost warrior (level 3 of Old Forest) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Old Forest.Escort: repented thief (level 2 of Old Forest) As a reward you improved talent Misdirection (+1 level(s)). | done | 
| You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak.Falling Toward Apotheosis Seek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 | 
| You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it?Hunt for the legendary Plumpkin! You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active | 
| Orcs were spotted with the staff you seek in an arid waste in the southern desert.Important news You should go investigate what is happening there. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done | 
| The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.Let's hunt some Orc Find out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done | 
| You found an ancient tome about gems.Lost Knowledge You should bring it to the jeweler in the Gates of Morning. | 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 Possessed. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2531. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done | 
| You arrived through the farportal in a cave, probably in the Far East.Strange new world Upon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done | 
| You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit.The Brotherhood of Alchemists You have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done | 
| You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.The Doom of the World! This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You have found an orb of command that seems to be used to open the shield protecting the High Peak.The Orbs of Command There seems to be a total of four of them. The more you have the weaker the shield will be. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 3 lumberjacks have died. | done | 
| Investigate the bastions of the Pride.The many Prides of the Orcs * You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed | 
| There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.The wild wild east | done | 
| Zemekkys in the Gates of Morning can build a portal back to your homeland for you.There and back again * You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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
| On feet |  pair of dwarven-steel boots 'Shinebreeze' (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.crit +2% Mind.crit +7% Dmg.mod +3% mind +15% light Res.pen +16% darkness +16% temporal ----- def ----- Armour +4 Fatigue +3% Resists +22% darkness +30% temporal Def/telep +35 Res/telep +31% Dur/telep +37% ---------- misc Mana/s.crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  Squeegle Bulb 1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Mag +7 Wil dps ---------- Phys.crit +6.0% Spell.crit +4% Mind.crit +10% Crit.mult +20.00% Phys.pwr +9 (+3 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +15% nature Res.pen +20% nature +15% all Apr +15 Melee Ret 6 arcane ----- def ----- Mind.save +12 (+3 eff.) Blind- +50% Confus- +24% ---------- misc Light +13 See.Stealth +25 See.Invis +19 Track: Puts all charms on 34 cooldown Level 2.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| On head |  Arcwreck the cashmere wizard hat (2 def, 0 armour) 2.0 T3 head armor [Rare] Arcane While equipped: Stats +10 Cun +8 Mag dps ---------- Dmg.mod +16% light +30% lightning Phasing +30% ----- def ----- Defense +2 (+0 eff.) Resists +24% light Mind.save +15 (+4 eff.) ---------- misc Mana/s.crit +2.00 A pointy cloth hat, very wizardly... | 
| Tool |  Glyssra [power 5]  (22 cooldown) 2.0 T5 torque charm [Random Unique] Psionic While equipped: ----- def ----- Defense +5 (+1 eff.) Resists +9% blight HP.reg +4.00 Blind- +20% Disarm- +20% Stun/Frz- +10% Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to gain a 35% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 3 beneficial effects by 2. 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  Wheel of Fate 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +2% Phys.pwr +18 (+5 eff.) Spell.pwr +18 (+3 eff.) Mind.pwr +18 (+5 eff.) Dmg.mod +3% arcane +8% all Melee Ret 6 blight On Hit (Melee): * 20% chance to reduce armor by 51% ----- def ----- Mind.save +15 (+4 eff.) Blind- +45% Confus- +50% ---------- misc Max.mana +100.00 Infravis +6 See.Stealth +19 See.Invis +25 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? | 
| On fingers |  Squeegle Loop 0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +8 Str +11 Mag +8 Cun +6 Con dps ---------- Spell.crit +3% Crit.mult +15.00% Spell.pwr +14 (+2 eff.) Phasing +20% ----- def ----- Armour +16 Spell.save +20 (+5 eff.) Max.HP +88.00 HP.reg +17.00 Heal.mod +20% ---------- misc Mana/s.crit +1.00 Vim/s.crit +2.37 Max.stam +26.00 Max.vim +30.00 Rings make your fingers look great! | 
| Around waist |  Girdle of Preservation 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Defense +10 (+2 eff.) Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+4 eff.) Proj.slow +25% Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. | 
| In main hand |  Squeegle Stick (30-36 power, 6 apr, lightning element) 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * project a beam of lightning While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +20% Mind.crit +7% Spell.pwr +37 (+6 eff.) Dmg.mod +30% lightning Res.pen +15% mind ---------- misc Mana/turn +0.60 Equi/ret +0.12 Max.mana +110.00 Max.hate +10.00 Talents +1 Command Staff On Spell Hit: 10% Chain Lightning 6 Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. | 
| On hands |  Dakhtun's Gauntlets (0 def, 6 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Disarm- +100% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. | 
| Main armor |  Galen's Flowing Robe (0 def, 5 armour) 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+6 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Armour +5 Hardiness +20% Fatigue +1% Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! | 
| Cloak |  Frozen Shroud (12 def, 0 armour) 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+2 eff.) Resists +30% lightning +25% cold -15% fire +8% all Stun/Frz- +50% Release a radius 4 chilling blast, instantly dealing 950.49 cold damage and condensing the air into freezing vapors that deal 316.83 cold damage (based on Magic) each turn for 10 turns. Uses 26 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. | 
| Around neck |  Poluba the voratun amulet 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex +6 Cun +10 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -9% Resists +3% darkness +30% mind +5% arcane Phys.save +22 (+7 eff.) Spell.save +25 (+6 eff.) Mind.save +21 (+5 eff.) Max.HP +60.00 HP.reg +6.00 Disarm- +20% Confus- +48% Pinning- +10% Teleport- +20% ---------- misc Stam/turn +1.30 Amulets make your neck look great! | 
Inventory
|  Blood of Undeath 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. | 
|  heroism infusion of the duelist (die at -705; dur 7; cd 32) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -705 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 705 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  heroism infusion of the titan (die at -729; dur 9; cd 32) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -729 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 729 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion (res 20%; magical, mental; dur 2; cd 11) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion (res 20%; magical, mental; dur 3; cd 13) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion (res 18%; magical, physical; dur 2; cd 14) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion (res 24%; physical; dur 2; cd 16) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the duelist (res 37%; mental; dur 4; cd 11) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the titan (res 28%; mental, physical; dur 2; cd 13) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  blink rune of the titan (range 7; phase 15; cd 11) 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 11 Travel.spd 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 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  blink rune of the warrior (range 8; phase 24; cd 11) 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 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 24%, your defense is increased by 24 and all your resistances by 24%. 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. | 
|  blink rune of the wizard (range 11; phase 31; cd 17) 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 11 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 11 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 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune of the sneak (absorb 1292; dur 8; cd 18) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 1292 damage for 8 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  stormshield rune of the duelist (threshold 32; blocks 7; dur 4; cd 17) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 32 up to 7 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  2 schematic: Ablative Armour 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Air Recycler 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Armour Reinforcement 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Back Support 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Deflection Field 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Explosive Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Fatal Attractor 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Flash Powder 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Focus Lens 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Frost Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Grounding Strap 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Hand Cannon 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Headlamp 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Healing Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Iron Grip 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Kinetic Stabiliser 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Lightning Coil 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Mental Stimulator 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Moss Tread 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Pain Suppressor Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Poison Groove 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Razor Edge 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Saw Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Second Skin 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Shocking Edge 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Shocking Touch 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Silver Filigree 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Spring Grapple 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Steamsaw 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Thunder Grenade 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Thunderclap Coating 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Toxic Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Unstoppable Force Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Viral Needlegun 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Voltaic Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Water Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Waterproof Coating 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Winterchill Edge 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  Sealed Scroll of Last Hope 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! | 
|  Ancient Tome titled 'Gems and their uses' 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! | 
|  Winterqueen the copper amulet 0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +3% cold ----- def ----- Crit.chn- 10.00% Phys.save +3 (+1 eff.) Mind.save +12 (+3 eff.) Heal.mod +20% Confus- +11% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! | 
|  Fanged Collar 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. | 
|  Feathersteel Amulet 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. | 
|  The Black Core 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." | 
|  steel amulet 'Gunidin' 0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Melee Ret 2 physical ----- def ----- Fatigue -5% Phys.save +10 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +11 (+3 eff.) Die.at -60.00 life HP.reg +1.00 ---------- misc Stam/turn +2.00 Max.stam +20.00 Amulets make your neck look great! | 
|  Choker of Dread 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 51 power out of 60/60 The evilness of undeath radiates from this amulet. | 
|  Lightningmark 0.1 T3 amulet jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +18% lightning ----- def ----- Crit.chn- 15.00% Mind.save +9 (+2 eff.) Confus- +19% ---------- misc Light +3 Infravis +3 See.Invis +24 Amulets make your neck look great! | 
|  gold amulet 'Ce'Nama' 0.1 T3 amulet jewelry [Random Unique] Master While equipped: Stats +2 Str +5 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% Res.pen +15% arcane Acc +10 (+3 eff.) ----- def ----- Fatigue -12% Phys.save +9 (+3 eff.) HP.reg +4.00 ---------- misc Stam/turn +0.60 Masteries +0.22 Spell/Enhancement Amulets make your neck look great! | 
|  Eilinasewen the Noonwind 0.1 T5 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +6 Wil dps ---------- Mind.pwr +30 (+8 eff.) Dmg.mod +6% light Res.pen +20% mind ----- def ----- Resists +15% physical +30% fire +3% light +30% cold Mind.save +23 (+6 eff.) Blind- +39% Confus- +21% ---------- misc Stam/turn +1.00 Hate/m.crit +2.00 Infravis +10 Sight +2 See.Invis +14 Amulets make your neck look great! | 
|  starlit voratun amulet of dexterity (+10) 0.1 T5 amulet jewelry [Ego] Nature While equipped: Stats +10 Dex ----- def ----- Resists +25% light +30% darkness Blind- +39% Amulets make your neck look great! | 
|  Orb of Many Ways 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. | 
|  Bivor the copper ring 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Resists +6% darkness +3% fire Spell.save +12 (+3 eff.) Rings make your fingers look great! | 
|  Flashwind =15 PEN= 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature Res.pen +5% mind +15% lightning Melee Ret 4 lightning ----- def ----- Resists +22% nature +6% acid Rings make your fingers look great! | 
|  Dagudragas the steel ring 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Con ----- def ----- Defense +20 (+4 eff.) Resists +3% nature +9% fire Crit.chn- 15.00% Phys.save +6 (+2 eff.) HP.reg +2.00 Stun/Frz- +28% ---------- misc See.Invis +3 Rings make your fingers look great! | 
|  Issydig the Woefist 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun +6 Mag dps ---------- Crit.mult +10.00% Spell.pwr +28 (+5 eff.) Dmg.mod +24% darkness ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! | 
|  steel ring 'Ulegar' 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Armour +12 Resists +6% mind +3% blight Max.HP +108.00 Blind- +20% Disarm- +26% Pinning- +25% Knockbk- +28% Rings make your fingers look great! | 
|  The Black Ring 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." | 
|  gold ring 'Skyravager' 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Con dps ---------- Mind.crit +3% Mind.pwr +30 (+8 eff.) Dmg.mod +6% lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Spell.save +15 (+4 eff.) Mind.save +18 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.stam +15.00 Rings make your fingers look great! | 
|  Arahad the Freezeveil 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +21 Cun dps ---------- Mind.crit +11% Crit.mult +26.76% Res.pen +33% cold +25% temporal On Hit (Melee): * 27% chance to slow global speed by 62% * 27% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +18 (+3 eff.) ---------- misc Psi/ret +0.20 Rings make your fingers look great! | 
|  Ivita 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +11 Mag +8 Wil +15 Cun dps ---------- Spell.pwr +27 (+5 eff.) Dmg.mod +12% blight +3% temporal On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 40 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +16 (+3 eff.) Resists +3% blight Rings make your fingers look great! | 
|  Lisigalaith the voratun ring 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +22 (+6 eff.) Spell.pwr +15 (+3 eff.) Mind.pwr +11 (+4 eff.) Dmg.mod +12% acid +12% mind Res.pen +15% acid Acc +15 (+4 eff.) Apr +16 On Hit (Melee): * 10% chance to reduce all saves and defense by 34 * 20% chance to reduce armor by 51% ----- def ----- Defense +17 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  Manamastir the voratun ring 0.1 T5 ring jewelry [Random Unique] Nature While equipped: Stats +2 Str +1 Con dps ---------- Phys.crit +5.0% Dmg.mod +16% lightning +18% acid On Hit (Melee): * 10% chance to slow global speed by 62% ----- def ----- Resists +32% lightning +9% light +10% blight +23% nature +36% acid Poison- +27% Disease- +25% Rings make your fingers look great! | 
|  Ring of the War Master 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. | 
|  voratun ring 'Cuthaneg' 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Dex +10 Wil +9 Cun +5 Con dps ---------- Dmg.mod +6% blight Acc +17 (+4 eff.) Apr +3 Melee Ret 4 physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 40 ----- def ----- Defense +10 (+2 eff.) Spell.save +17 (+4 eff.) Mind.save +20 (+5 eff.) ---------- misc Max.stam +30.00 Rings make your fingers look great! | 
|  elm magestaff 'Chillwolf' (10-12 power, 2 apr, lightning element) 5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning +15% acid Res.pen +5% cold Melee Ret 2 mind ----- def ----- Defense +6 (+1 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 256.24 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  ash vilestaff 'Liseldavea' (15-18 power, 3 apr, blight element) 5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +5% Phys.pwr +6 (+2 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight Res.pen +8% blight Acc +6 (+2 eff.) ----- def ----- Resists +6% nature Crit.chn- 10.00% Phys.save +3 (+1 eff.) Blind- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Staff of Destruction (20-24 power, 4 apr, fire element) 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Fire Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+2 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. | 
|  elven-wood magestaff 'Xanunor' (31-37 power, 5 apr, lightning element) 5.0 T4 staff 1H weapon [Random Unique] Arcane/Master Power 31.0 - 37.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +7% Phys.pwr +10 (+3 eff.) Spell.pwr +29 (+5 eff.) Dmg.mod +31% lightning +15% temporal +31% fire +31% arcane +31% cold Res.pen +5% temporal Acc +9 (+2 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 40 ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Awakened Staff of Absorption (60-72 power, 60 apr, fire element) 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 170 power out of 127/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." | 
|  Lost Staff of Archmage Tarelion (30-36 power, 4 apr, lightning element) 5.0 T5 staff 2H weapon [Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +25% Spell.pwr +40 (+7 eff.) Dmg.mod +30% lightning +30% fire +30% arcane +30% cold ----- def ----- Silence- +40% ---------- misc Mana/s.crit +12.00 Max.mana +40.00 Talents +1 Command Staff Cooldown Chain Lightning -2 Ice Storm -2 Arcane Vortex -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. | 
|  dragonbone magestaff 'Duathelmonster' (30-36 power, 6 apr, lightning element) 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +39.00% Spell.pwr +22 (+4 eff.) Melee+ 22 fire Dmg.mod +30% lightning +9% mind On Hit (Melee): * 10% chance to reduce damage dealt by 27% ----- def ----- Armour +8 Hardiness +12% Resists +9% darkness Phys.save +8 (+2 eff.) ---------- misc Mana/turn +0.40 Hate/m.crit +1.00 Max.mana +73.00 See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  potent dragonbone magestaff of warding (41-49 power, 6 apr, fire element) 5.0 T5 staff 2H weapon [Ego] Arcane Power 41.0 - 49.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +20 (+3 eff.) Dmg.mod +41% fire ----- def ----- Armour +7 Defense +7 (+1 eff.) ---------- misc Wards +2 fire Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  shimmering dragonbone vilestaff of wizardry (30-36 power, 6 apr, acid element) 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +5% Spell.pwr +26 (+4 eff.) Dmg.mod +30% acid ---------- misc Mana/turn +0.40 Max.mana +182.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Issagorn the voratun battleaxe (72-108 power, 4 apr) 3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Master Power 72.0 - 108.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit.r1 +20 mind On Crit.r2 +8 mind On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +14 Str +13 Dex +16 Mag +13 Wil +12 Cun +14 Con dps ---------- Res.pen +14% all Acc +16 (+4 eff.) Apr +16 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal Massive two-handed battleaxes. | 
|  truestriking voratun longsword of erosion (44-62 power, 6 apr) 3.0 T5 longsword 1H weapon [Ego+] Nature/Master Power 44.0 - 61.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +17 nature While equipped: dps ---------- Res.pen +15% physical Acc +19 (+5 eff.) Apr +15 Sharp, long, and deadly. | 
|  elemental voratun waraxe of ruin (40-55 power, 6 apr) 3.0 T5 waraxe 1H weapon [Ego++] Arcane/Master Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * Create an explosion dealing 153 lightning damage (1/turn) While equipped: dps ---------- Phys.crit +15.0% Crit.mult +35.00% Dmg.mod +30% lightning Res.pen +29% lightning Apr +11 One-handed war axes. | 
|  warbringer's voratun waraxe of crippling (40-57 power, 6 apr) 3.0 T5 waraxe 1H weapon [Ego++] Master Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Con dps ---------- Phys.crit +15.0% Phys.pwr +15 (+4 eff.) Res.pen +15% physical ----- def ----- Disarm- +24% One-handed war axes. | 
|  impervious voratun steamsaw of enduring (42-62 power, 0 apr) 3.0 T5 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Power 41.5 - 62.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +88 Uses 1.0 Steam When used to Attack: Block +73 While equipped: Stats +13 Wil +20 Con ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +12% Phys.save +13 (+4 eff.) Max.HP +98.00 ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  shocking voratun steamsaw of fire resistance (+30%) (40-60 power, 0 apr) 3.0 T5 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +106 Uses 1.0 Steam While equipped: dps ---------- Melee+ 31 lightning Melee Ret 21 lightning ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +30% fire ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  swiftstrike dragonbone longbow of recursion 4.0 T5 longbow 2H weapon Reqs Shoot [Ego++] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% On Hit: 10% Shoot 1 While equipped: Stats +11 Cun dps ---------- Phys.spd +10% Longbows are used to shoot arrows at your foes. | 
|  chilling quiver of dragonbone arrows of crippling (21/21, 50-71 power, 18 apr) 3.0 T5 arrow ammo [Ego+] Arcane/Master Power 50.5 - 70.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +26.0% Capacity 21 Ranged+ +44 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. | 
|  icy voratun shield of earthen fury (0 def, 21 armour, 68-82 power, 211 block) 7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 68.0 - 81.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +211 On Hit: * Deal physical damage equal to your armor (45) While equipped: dps ---------- Melee+ 35 cold Melee Ret 18 ice ----- def ----- Armour +21 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. | 
|  Vestments of the Conclave (0 def, 0 armour) 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. | 
|  Aruta (0 def, 0 armour) 2.0 T4 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +7 Str +6 Mag +7 Wil +9 Cun dps ---------- Crit.mult +15.00% Dmg.mod +20% lightning +14% physical +21% acid +20% cold ----- def ----- Resists +9% lightning +3% darkness +7% cold +31% acid +13% all Blind- +20% Poison- +20% Silence- +10% Confus- +10% ---------- misc Hate/m.crit +4.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Robe of the Archmage (10 def, 10 armour) 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+5 eff.) Mind.save +15 (+4 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. | 
|  Worm Nest (0 def, 0 armour) 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 13 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. | 
|  Frosttooth the elven-silk robe (0 def, 0 armour) 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +3 Dex +2 Cun +4 Con dps ---------- Dmg.mod +30% nature +22% lightning ----- def ----- Resists +33% lightning +17% darkness +12% blight +6% cold +20% mind +15% all Phys.save +19 (+6 eff.) Spell.save +19 (+5 eff.) Mind.save +31 (+8 eff.) Poison- +43% Disease- +46% ---------- misc See.Invis +6 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  elven-silk robe of power (0 def, 0 armour) 2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +20 (+3 eff.) Dmg.mod +20% all ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  sunsealed elven-silk robe (5 def, 8 armour) 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +10 Mag dps ---------- Dmg.mod +24% light ----- def ----- Armour +8 Defense +5 (+1 eff.) Resists +15% darkness +12% light +15% all Max.HP +70.00 ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Masochism (0 def, 0 armour) 9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Level 5.0 Pwr.cost 11 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 277.18 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. | 
|  prismatic voratun plate armour of lightning resistance (0 def, 16 armour) 17.0 T5 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +30% lightning +18% light +20% darkness A suit of armour made of metal plates. | 
|  Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. | 
|  Aerissra the hardened leather belt 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +3% temporal Res.pen +15% blight +15% temporal Melee Ret 2 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% blight ---------- misc Mana/turn +0.25 Max.mana +32.00 A belt that goes around your waist. | 
|  Iveyarin the hardened leather belt 1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Wil dps ---------- Mind.crit +4% Phys.pwr +6 (+2 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +6% acid Res.pen +15% mind ----- def ----- Spell.save +7 (+2 eff.) Mind.save +10 (+2 eff.) Anom.red +13 Max.HP +128.00 ---------- misc Max.mana +51.00 Max.stam +43.00 Max.hate +13.00 Max.psi +24.00 Max.vim +25.00 Max.P.En +26.00 Max.N.En +26.00 Size +1 A belt that goes around your waist. | 
|  spiritwalker's hardened leather belt of magery 1.0 T3 belt armor [Ego++] Arcane While equipped: Stats +10 Mag +5 Wil dps ---------- Spell.crit +4% ---------- misc Mana/turn +0.30 Max.mana +21.00 A belt that goes around your waist. | 
|  Turetovon 1.0 T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Mag +1 Wil +2 Con dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +8 (+3 eff.) ----- def ----- Spell.save +15 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Mana/turn +0.65 Mana/s.crit +1.00 Max.mana +42.00 Size +1 A belt that goes around your waist. | 
|  drakeskin leather belt 'Blackpall' 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +9 Mag +11 Wil +4 Cun dps ---------- Spell.crit +5% Phys.pwr +8 (+2 eff.) S.pwr/crit +8 Dmg.mod +6% arcane +6% darkness Against +26% Summoned ----- def ----- D.Red.from +37% Summoned Spell.save +9 (+2 eff.) ---------- misc Vim/s.crit +2.00 Max.mana +80.00 Size +1 A belt that goes around your waist. | 
|  murderer's linen cloak of the voidstalker (1 def, 0 armour) 2.0 T1 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) Resists +11% darkness +12% temporal Def/telep +12 Res/telep +11% Dur/telep +10% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Wrap of Stone (0 def, 0 armour) 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.3 Pwr.cost 51 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 9 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 283.13 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. | 
|  Manozilaldil the Phlegmwill (10 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% nature +3% temporal Res.pen +5% temporal Melee Ret 10 nature ----- def ----- Defense +10 (+2 eff.) Resists +5% arcane Phys.save +8 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Cloak of Daggers (10 def, 0 armour) 2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 398 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. | 
|  Squeegle Cloth (33 def, 10 armour) 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Cun dps ---------- Melee Ret 6 acid On Hit (Melee): * 10% chance to reduce armor by 51% ----- def ----- Armour +10 Defense +33 (+6 eff.) Resists +19% acid +9% fire +10% lightning +10% cold Phys.save +40 (+13 eff.) Spell.save +25 (+6 eff.) Mind.save +33 (+8 eff.) Max.HP +60.00 ---------- misc Hate/m.crit +3.00 Max.hate +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  thick elven-silk cloak of the voidstalker (3 def, 13 armour) 2.0 T5 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +13 Defense +3 (+0 eff.) Resists +27% temporal +27% darkness +19% cold Def/telep +30 Res/telep +14% Dur/telep +29% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  pair of rough leather boots 'Polubeth' (0 def, 1 armour) 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Wil +2 Mag dps ---------- Dmg.mod +3% blight ----- def ----- Armour +1 Silence- +22% Confus- +22% Stun/Frz- +22% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.vim +10.00 A pair of boots made of leather. | 
|  Silymith the pair of hardened leather boots (30 def, 3 armour) 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Dex +1 Wil +10 Lck ----- def ----- Armour +3 Defense +30 (+6 eff.) Resists +2% physical Crit.chn- 15.00% Stealth +5 Die.at -80.00 life A pair of boots made of leather. | 
|  pair of hardened leather boots 'Rainshear' (0 def, 3 armour) 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +3 Wil +2 Cun dps ---------- Spell.crit +3% Dmg.mod +6% mind Res.pen +12% temporal +13% darkness +20% cold Melee Ret 8 cold ----- def ----- Armour +3 Fatigue -7% Resists +18% darkness +12% temporal Phys.save +9 (+3 eff.) Def/telep +15 Res/telep +14% Dur/telep +21% ---------- misc Max.enc +37 Mana/turn +0.30 Max.mana +38.00 A pair of boots made of leather. | 
|  stealthy pair of hardened leather boots of spellbinding (0 def, 3 armour) =SPELL CDR= 2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +6 Dex +2 Mag +7 Lck ----- def ----- Armour +3 Stealth +5 ---------- misc Spell.cld 10% A pair of boots made of leather. | 
|  Aetherwalk (6 def, 0 armour) 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 320 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 21 power out of 24/24 A wispy purple aura surrounds these translucent black boots. | 
|  Shoes of Moving Quickly (10 def, 12 armour) 2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Armour +12 Defense +10 (+2 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. | 
|  Serpentrebel the pair of drakeskin leather boots (0 def, 5 armour) 2.0 T5 feet armor [Rare] Master While equipped: Stats +10 Str +5 Cun +20 Con dps ---------- Dmg.mod +12% acid +10% physical On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Armour +5 Resists +6% nature +9% darkness ---------- misc Infravis +3 Size +1 A pair of boots made of leather. | 
|  insulating pair of drakeskin leather boots of evasion (18 def, 5 armour) 2.0 T5 feet armor [Ego+] Master While equipped: ----- def ----- Armour +5 Defense +18 (+3 eff.) Resists +15% fire +15% cold Evasion: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 39 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. | 
|  Boots of the Hunter (2 def, 12 armour) 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. | 
|  restorative pair of voratun boots of tirelessness (0 def, 5 armour) 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +4% HP.reg +9.00 Heal.mod +20% ---------- misc Stam/turn +1.30 Max.stam +39.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  undeterred pair of voratun boots of disengagement (0 def, 5 armour) 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Dex ----- def ----- Armour +5 Fatigue +4% Silence- +50% Confus- +50% Stun/Frz- +41% Disengage: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  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 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 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. | 
|  Artharomigund the Cloudidol (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% lightning +6% fire Res.pen +10% fire Acc +7 (+2 eff.) Melee Ret 4 lightning ----- def ----- Armour +2 Fatigue +3% Resists +18% lightning +6% cold Phys.save +5 (+1 eff.) Mind.save +7 (+2 eff.) Disarm- +25% Unarmed combat: Power 19.0 - 26.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. | 
|  stone warden's dwarven-steel gauntlets of magic (+8) (0 def, 11 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +4 Mag +8 Con dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +11 Hardiness +8% Fatigue +3% Resists +6% physical Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +11 arcane On Crit.r2 +9 arcane On Hit: 5% Stone Touch 3 Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Fists of the Desert Scorpion (8 def, 4 armour) 1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+1 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 4.0 Pwr.cost 14 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. | 
|  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 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 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. | 
|  Torchcrack the linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% fire Res.pen +10% blight On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+1 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... | 
|  psion's cashmere wizard hat of lightning (+8%) (2 def, 0 armour) 2.0 T3 head armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +1% Mind.pwr +7 (+3 eff.) Dmg.mod +8% mind +12% lightning ----- def ----- Defense +2 (+0 eff.) Resists +8% mind +18% lightning Phys.save +10 (+3 eff.) Mind.save +11 (+3 eff.) ---------- misc Max.psi +12.00 A pointy cloth hat, very wizardly... | 
|  Belebretira the elven-silk wizard hat (3 def, 8 armour) 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +1 Dex +9 Wil +9 Cun dps ---------- Mind.crit +7% Mind.pwr +11 (+4 eff.) Res.pen +10% blight Apr +2 ----- def ----- Armour +8 Defense +3 (+0 eff.) Resists +7% lightning +6% temporal +8% light +7% fire +8% nature +8% acid +8% blight +8% cold +7% darkness Shield.pwr +15% Die.at -60.00 life HP.reg +3.80 ---------- misc Psi/turn +0.30 A pointy cloth hat, very wizardly... | 
|  thaloren drakeskin leather hat of constitution (+9) (0 def, 5 armour) 2.0 T5 head armor [Ego+] Master While equipped: Stats +10 Con +9 Wil ----- def ----- Armour +5 Fatigue +5% Resists +15% blight Mind.save +15 (+4 eff.) A hat made of leather. Very stylish. | 
|  Xerawyn the hardened leather cap (0 def, 3 armour) 2.0 T3 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +5 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 34 ----- def ----- Armour +3 Fatigue +3% Resists +6% mind +18% nature Mind.save +9 (+2 eff.) Die.at -80.00 life Max.HP +60.00 Pinning- +20% Stun/Frz- +20% A cap made of leather. | 
|  Cracklespitter (23 def, 0 armour) 2.0 T5 head armor [Rare] Psionic While equipped: Stats +11 Dex +9 Cun +6 Con dps ---------- Res.pen +25% lightning ----- def ----- Defense +23 (+4 eff.) Mind.save +14 (+3 eff.) Die.at -80.80 life A pointy cloth hat, very wizardly... | 
|  Silann the Obsidiantitan (3 def, 0 armour) 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +16 Cun +9 Wil dps ---------- Mind.crit +6% Crit.mult +5.00% Spell.pwr +10 (+2 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +19% temporal Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Defense +3 (+0 eff.) Resists +19% temporal ---------- misc Mana/turn +3.00 Psi/turn +0.40 Mana/ret +2.10 Max.mana +83.00 Manaflow: Puts all charms on 34 cooldown Level 2.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 20 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... | 
|  Delylin (0 def, 3 armour) =water= 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Wil dps ---------- Spell.crit +3% Spell.pwr +5 (+1 eff.) Res.pen +5% arcane ----- def ----- Armour +3 Fatigue +5% Resists +9% fire +7% cold Disarm- +20% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Quasit's Skull (0 def, 12 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. | 
|  stabilizing voratun helm of strength (+10) (0 def, 5 armour) 3.0 T5 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +10 Str ----- def ----- Armour +5 Fatigue +5% Phys.save +24 (+8 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  warlord's voratun helm of might (0 def, 5 armour) 3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +12 Str +7 Wil +5 Con dps ---------- Phys.pwr +17 (+5 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +15% physical Phys.save +15 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  warlord's voratun helm of might (0 def, 5 armour) 3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +12 Str +7 Wil +5 Con dps ---------- Phys.pwr +14 (+4 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +14% physical Phys.save +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  8 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  8 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  3 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. | 
|  10 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. | 
|  8 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. | 
|  12 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. | 
|  8 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. | 
|  9 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  6 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. | 
|  8 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. | 
|  7 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  11 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. | 
|  7 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. | 
|  5 quartz 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  3 sapphire 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  5 jade 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  10 turquoise 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  6 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. | 
|  5 amber 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  10 bloodstone 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  11 fire opal 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  11 diamond 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  11 moonstone 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  7 pearl 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  Pearl of Life and Death 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. | 
|  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. | 
|  Crystal Focus 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. | 
|  Atamathon's Lost Ruby Eye 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. | 
|  Burning Star 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. | 
|  Windborne Azurite 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. | 
|  1476 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. | 
|  71 alchemist bloodstone 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. | 
|  Relgyrerain the brass lantern 2.0 T1 lite [Rare] Nature While equipped: Stats +7 Wil dps ---------- Crit.mult +5.00% Mind.pwr +5 (+2 eff.) ----- def ----- Max.HP +43.00 ---------- misc Psi/ret +0.04 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  brass lantern 'Radiancehunt' 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str dps ---------- Crit.mult +15.00% Acc +20 (+5 eff.) Apr +1 ----- def ----- Resists +9% light Phys.save +9 (+3 eff.) Max.HP +46.00 ---------- misc Max.stam +10.00 Light +4 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. | 
|  Umbraphage 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 213.90 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. | 
|  alchemist's lamp 'Blazeseam' 0.0 T3 lite [Rare] Arcane While equipped: Stats +4 Dex +14 Mag +3 Cun +2 Con dps ---------- Spell.pwr +12 (+2 eff.) ----- def ----- Resists +12% lightning Crit.chn- 15.00% ---------- misc Light +6 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  void-walker's alchemist's lamp 1.0 T3 lite [Ego+] Arcane While equipped: ----- def ----- Resists +7% cold +6% temporal Def/telep +12 Res/telep +12% Dur/telep +16% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Automated Portable Extractor 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  amazing air recycler 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! | 
|  Demonic Soul 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. | 
|  Byfang the Stormglamour (dig speed 29 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +12% lightning Res.pen +5% mind Melee Ret 2 lightning 8 light ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  woodsman's iron pickaxe (dig speed 38 turns) 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  dwarven-steel pickaxe 'Emorewyn' (dig speed 23 turns) 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Dex +3 Mag +8 Cun dps ---------- Spell.crit +5% Phys.pwr +8 (+2 eff.) Mov.spd +10% ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +100.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Dragon Orb (Orb of Command) 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. | 
|  Elemental Orb (Orb of Command) 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. | 
|  Orb of Destruction (Orb of Command) 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. | 
|  Orb of Undeath (Orb of Command) 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. | 
|  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 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. | 
|  Rod of Entropy (1/1) 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 204% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. | 
|  Rod of Recall (2/2) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. | 
|  Xerodawen the Thunderseam [power 77]  (22 cooldown) 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +7 Dex +2 Mag +4 Con dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Phasing +30% ----- def ----- Resists +9% lightning ---------- misc Mana/turn +0.12 Infravis +3 Setup a psionic shield, reducing all damage taken by 77 for 5 turns Puts all charms on 22 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. | 
|  elm totem of summon tentacle 'Arthilayon' [power 105]  (22 cooldown) 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +6% blight Melee Ret 2 arcane ----- def ----- Resists +6% acid Def/telep +10 Res/telep +10% Dur/telep +10% Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 236 Base Damage: 109 Armor: 6 All Resist: 2 Puts all charms on 22 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. | 
|  Glintriver the elven-wood totem of healing [power 368]  (13 cooldown) 2.0 T4 totem charm [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +20.00% Spell.pwr +30 (+5 eff.) S.pwr/crit +10 Res.pen +25% light +25% blight ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Heal yourself and all friendly characters within 10 spaces for 368 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  Chyrach the ash wand of lightning storm [power 176]  (13 cooldown) 2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +15% physical Res.pen +5% blight Melee Ret 2 physical On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 40 Create a radius 3 storm for 5 turns. Each turn, creatures within take 80 lightning damage and will be dazed for 1 turn (404 total damage) Puts all charms on 13 cooldown 100% to increase all damage by 14% for 2 turns. 100% to reduce 1 talent cooldowns by 2. 100% to heal for 31. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Fireimmortal the dragonbone wand of conjuration [power 475]  (13 cooldown) 2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +1 Wil dps ---------- Res.pen +20% lightning +10% mind Melee Ret 2 mind ----- def ----- Resists +9% fire ---------- misc Psi/ret +0.08 Wards +6 lightning +6 cold +6 nature +6 darkness Talents +1 Ward Fire a magical bolt dealing 722 fire damage Puts all charms on 13 cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Forbidden Tome: "The Day It Came" 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? | 
|  Forbidden Tome: "The Illusory Castle" 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
 A dangerous secret (Insane (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Insane (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By Squeegle the Higher Arcane Blade level 40
23rd Pyre 123rd year of Ascendancy at 03:10 see stats
 A different point of view (Insane (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Insane (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Squeegle the Higher Arcane Blade level 50
22nd Haze 123rd year of Ascendancy at 05:47 see stats
 Against all odds (Insane (Roguelike) difficulty)
			Killed Ukruk in the ambush.
			Against all odds (Insane (Roguelike) difficulty)
			Killed Ukruk in the ambush.By Squeegle the Higher Arcane Blade level 40
21st Pyre 123rd year of Ascendancy at 04:56 see stats
 Back and there again (Insane (Roguelike) difficulty)
			Opened a portal to the Far East from Maj'Eyal.
			Back and there again (Insane (Roguelike) difficulty)
			Opened a portal to the Far East from Maj'Eyal.By Squeegle the Higher Arcane Blade level 50
47th Dusk 123rd year of Ascendancy at 05:31 see stats
 Brave new world (Insane (Roguelike) difficulty)
			Went to the Far East and took part in the war.
			Brave new world (Insane (Roguelike) difficulty)
			Went to the Far East and took part in the war.By Squeegle the Higher Arcane Blade level 43
2nd Mirth 123rd year of Ascendancy at 23:32 see stats
 Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Squeegle the Higher Arcane Blade level 18
22nd Dusk 122nd year of Ascendancy at 13:45 see stats
 Destroyer's bane (Insane (Roguelike) difficulty)
			Killed Golbug the Destroyer.
			Destroyer's bane (Insane (Roguelike) difficulty)
			Killed Golbug the Destroyer.By Squeegle the Higher Arcane Blade level 42
75th Pyre 123rd year of Ascendancy at 15:47 see stats
 Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.
			Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Squeegle the Higher Arcane Blade level 35
57th Regrowth 123rd year of Ascendancy at 00:26 see stats
 Earth Master (Insane (Roguelike) difficulty)
			Killed Harkor'Zun.
			Earth Master (Insane (Roguelike) difficulty)
			Killed Harkor'Zun.By Squeegle the Higher Arcane Blade level 28
50th Haze 122nd year of Ascendancy at 04:25 see stats
 Evil denied (Insane (Roguelike) difficulty)
			Won ToME by preventing the Void portal from opening.
			Evil denied (Insane (Roguelike) difficulty)
			Won ToME by preventing the Void portal from opening.By Squeegle the Higher Arcane Blade level 50
70th Haze 123rd year of Ascendancy at 03:28 see stats
 Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Squeegle the Higher Arcane Blade level 25
38th Haze 122nd year of Ascendancy at 18:05 see stats
 Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Squeegle the Higher Arcane Blade level 34
47th Regrowth 123rd year of Ascendancy at 10:30 see stats
 Fear me not! (Insane (Roguelike) difficulty)
			Survived the Fearscape!
			Fear me not! (Insane (Roguelike) difficulty)
			Survived the Fearscape!By Squeegle the Higher Arcane Blade level 50
68th Haze 123rd year of Ascendancy at 19:44 see stats
 Fear of Fours (Insane (Roguelike) difficulty)
			Killed all four bosses of the Slime Tunnels.
			Fear of Fours (Insane (Roguelike) difficulty)
			Killed all four bosses of the Slime Tunnels.By Squeegle the Higher Arcane Blade level 50
65th Haze 123rd year of Ascendancy at 11:34 see stats
 Home sweet home (Insane (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Insane (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Squeegle the Higher Arcane Blade level 34
41st Regrowth 123rd year of Ascendancy at 23:55 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 Squeegle the Higher Arcane Blade level 10
7th Mirth 122nd year of Ascendancy at 11:05 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 Squeegle the Higher Arcane Blade level 20
36th Dusk 122nd year of Ascendancy at 04:54 see stats
 Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By Squeegle the Higher Arcane Blade level 30
76th Haze 122nd year of Ascendancy at 00:10 see stats
 Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.
			Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.By Squeegle the Higher Arcane Blade level 40
20th Pyre 123rd year of Ascendancy at 19:52 see stats
 Level 50 (Insane (Roguelike) difficulty)
			Got a character to level 50.
			Level 50 (Insane (Roguelike) difficulty)
			Got a character to level 50.By Squeegle the Higher Arcane Blade level 50
47th Dusk 123rd year of Ascendancy at 00:09 see stats
 Orcrist (Insane (Roguelike) difficulty)
			Killed the leaders of the Orc Pride.
			Orcrist (Insane (Roguelike) difficulty)
			Killed the leaders of the Orc Pride.By Squeegle the Higher Arcane Blade level 50
47th Haze 123rd year of Ascendancy at 11:16 see stats
 Race through fire (Insane (Roguelike) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.
			Race through fire (Insane (Roguelike) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Squeegle the Higher Arcane Blade level 50
74th Dusk 123rd year of Ascendancy at 05:34 see stats
 Rescuer of the lost (Insane (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Insane (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Squeegle the Higher Arcane Blade level 23
8th Haze 122nd year of Ascendancy at 07:54 see stats
 Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Squeegle the Higher Arcane Blade level 25
39th Haze 122nd year of Ascendancy at 05:41 see stats
 Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Squeegle the Higher Arcane Blade level 18
28th Dusk 122nd year of Ascendancy at 06:22 see stats
 Sliders (Insane (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.
			Sliders (Insane (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.By Squeegle the Higher Arcane Blade level 43
75th Pyre 123rd year of Ascendancy at 18:08 see stats
 Tactical master (Insane (Roguelike) difficulty)
			Fought the two Sorcerers without closing any invocation portals.
			Tactical master (Insane (Roguelike) difficulty)
			Fought the two Sorcerers without closing any invocation portals.By Squeegle the Higher Arcane Blade level 50
70th Haze 123rd year of Ascendancy at 03:27 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Squeegle the Higher Arcane Blade level 12
1st Flare 122nd year of Ascendancy at 10:07 see stats
 The Legend of Garkul (Insane (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Insane (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By Squeegle the Higher Arcane Blade level 50
47th Haze 123rd year of Ascendancy at 06:36 see stats
 The Right thing to do (Insane (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Insane (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Squeegle the Higher Arcane Blade level 30
77th Haze 122nd year of Ascendancy at 04:39 see stats
 The Sun Still Shines (Insane (Roguelike) difficulty)
			Aeryn survived the last battle.
			The Sun Still Shines (Insane (Roguelike) difficulty)
			Aeryn survived the last battle.By Squeegle the Higher Arcane Blade level 50
70th Haze 123rd year of Ascendancy at 03:28 see stats
 The bigger the better! (Insane (Roguelike) difficulty)
			Did over 3000 damage in one attack.
			The bigger the better! (Insane (Roguelike) difficulty)
			Did over 3000 damage in one attack.By Squeegle the Higher Arcane Blade level 36
8th Pyre 123rd year of Ascendancy at 13:12 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 Squeegle the Higher Arcane Blade level 10
9th Mirth 122nd year of Ascendancy at 05:41 see stats
 There and back again (Insane (Roguelike) difficulty)
			Opened a portal to Maj'Eyal from the Far East.
			There and back again (Insane (Roguelike) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Squeegle the Higher Arcane Blade level 45
5th Dusk 123rd year of Ascendancy at 00:55 see stats
 Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Squeegle the Higher Arcane Blade level 26
48th Haze 122nd year of Ascendancy at 11:44 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Squeegle the Higher Arcane Blade level 16
4th Dusk 122nd year of Ascendancy at 09:08 see stats
 Vampire crusher (Insane (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Insane (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Squeegle the Higher Arcane Blade level 39
20th Pyre 123rd year of Ascendancy at 19:52 see stats
Log
High Sun Paladin Aeryn casts Bathe in Light.
A shield forms around High Sun Paladin Aeryn.
High Sun Paladin Aeryn receives 86 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn casts Barrier.
The shield around High Sun Paladin Aeryn crumbles.
A shield forms around High Sun Paladin Aeryn.
High Sun Paladin Aeryn receives 86 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn casts Rune: Stormshield.
High Sun Paladin Aeryn summons a storm to protect them!
High Sun Paladin Aeryn receives 86 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 86 healing from High Sun Paladin Aeryn's healing light area effect.
Talent Perfect Strike is ready to use.
Talent Aegis is ready to use.
High Sun Paladin Aeryn receives 86 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 86 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 86 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn's storm dissipates.
High Sun Paladin Aeryn receives 86 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 86 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn activates Second Life.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 881 healing.
Galen's Flowing Robe activates and resets Squeegle's Shielding cooldown!
The furious lightning storm around Squeegle calms down and disappears.









































































