











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
 Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Writhing One | 
| Level / Exp | 21 / 34% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded/ 0 | 
Primary Stats
| Strength | 22 (base 22) | 
| Dexterity | 35 (base 27) | 
| Constitution | 14 (base 13) | 
| Magic | 59 (base 44) | 
| Willpower | 5 (base 10) | 
| Cunning | 29 (base 13) | 
Resources
| Life | 612/612 | 
| Insanity | 0/100 | 
| Healing Factor | 1.4172895330004 | 
| Regeneration | 10.417078067553 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +22.60995032651% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| Infravision | 5 | 
| See Stealth | 35.531246398506 | 
| See Invisible | 35.531246398506 | 
Offense: Mainhand
| Damage | 59 | 
| Accuracy | 48 | 
| Crit Chance | 15% | 
| APR | 9 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 52 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 27 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +19% | 
| Acid | +9% | 
| Darkness | +25% | 
| All | 0% | 
Offense: Damage Penetration
| Mind | +15% | 
| Acid | +13% | 
Defense: Base
| Armour (hardiness) | 12 (44.574340358689%) | 
| Defense | 39 | 
| Ranged Defense | 39 | 
| Fatigue | 0 | 
| Physical Save | 24 | 
| Spell Save | 35 | 
| Mental Save | 14 | 
Defense: Resistances
| Darkness | + 54%( 70%) | 
| Acid | + 29%( 70%) | 
| Nature | + 19%( 70%) | 
| Temporal | + 26%( 70%) | 
| Blight | + 40%( 70%) | 
| Physical | + 17%( 70%) | 
| Cold | + 38%( 70%) | 
| All | + 16%( 70%) | 
Defense: Immunities
| Stun Resistance | 45% | 
| Teleport Resistance | 10% | 
| Confusion Resistance | 11% | 
| Silence Resistance | 10% | 
| Knockback Resistance | 10% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 20% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Teleportation Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 42 with a minimum range of 15. Its effects scale with your Strength stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 103 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: Shielding 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 create a protective shield absorbing at most 227 damage for 4 turns. Its effects scale with your Magic stat. | 
Class Talents
| Demented / Friend of the worm | 1.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Demented / Horrific body | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Demented / Controlled horrors | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Demented / Tentacles | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Demented / Path of horror | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
| Demented / Slow death | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Disfigured face | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Demented / Beyond sanity | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
Effects
| talent | Chaos Orbs | 
| beneficial effect | Linked to their horror ally gaining 16% all damage resistance.Shared Insanity | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| 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 successfully escorted the injured seer to the recall portal on level 3 of Old Forest.Escort: injured seer (level 3 of Old Forest) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest.Escort: lone alchemist (level 2 of Old Forest) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest.Escort: lost defiler (level 1 of Old Forest) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves.Escort: lost warrior (level 2 of Scintillating Caves) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Shax 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. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed pouch of bone giant dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed green worm. * You've found the needed vial of squid ink. | active | 
| A huge mindless and corrupted worm is heading toward Kroshkkur!The Worm That Devours It has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 4 lumberjacks have died. | 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 |  Zuberira the Corpsecast (0 def, 3 armour) 2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Melee Ret 4 mind On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +3 Resists +6% blight +1% physical +6% cold Mind.save +6 (+6 eff.) Heal.mod +15% A pair of boots made of leather. | 
| Light source |  watchleader's brass lantern of health 2.0 T1 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +43.00 Blind- +20% Confus- +11% ---------- misc Light +6 See.Stealth +6 See.Invis +6 Track: Puts all charms on 29 cooldown Level 5.2 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 8 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  iron helm 'Duridin' (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex +1 Con dps ---------- Res.pen +15% mind ----- def ----- Armour +3 Fatigue +5% Resists +8% cold Crit.chn- 15.00% Silence- +10% Teleport- +10% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Tool |  overpowered ash wand of shielding [power 284]  (19 cooldown) 2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 19 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| On fingers |  Wheel of Fate 0.1 T2 ring jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +23 (+7 eff.) Spell.pwr +19 (+6 eff.) Mind.pwr +19 (+9 eff.) ----- def ----- Spell.save +12 (+5 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.vim +20.00 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 |  rogue's copper ring of darkness (+20%) 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Resists +20% darkness Rings make your fingers look great! | 
| Around waist |  rough leather belt of burglary 1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Dex +3 Cun +5 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +6 Infravis +3 A belt that goes around your waist. | 
| In main hand |  stralite dagger 'Saledhevena' (35-46 power, 9 apr) 1.0 T4 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 35.0 - 45.5 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +13 darkness Against +13% Living On Hit: * Create an explosion dealing 89 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +9% acid Res.pen +13% acid ----- def ----- Resists +3% nature +12% cold Mind.save +3 (+3 eff.) Knockbk- +10% ---------- misc Psi/ret +0.08 Sharp, short and deadly. | 
| On hands |  blighted hardened leather gloves of dexterity (+3) (0 def, 2 armour) 1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 blight Dmg.mod +4% blight Acc +13 (+5 eff.) ----- def ----- Armour +2 Resists +7% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Main armor |  troll-hide cured leather armour of Eyal (6 def, 4 armour) 9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +62.00 HP.reg +7.10 Heal.mod +23% A suit of armour made of leather. | 
| Cloak |  cashmere cloak of the voidstalker (2 def, 0 armour) 2.0 T3 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +10% darkness +12% temporal Def/telep +11 Res/telep +10% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 8 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  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 (+7 eff.) Spell.save +15 (+6 eff.) Mind.save -7 (-7 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. | 
Inventory
|  movement infusion of the psychic (speed 536%; 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 increase movement speed by 536% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  biting gale rune (damage 40; dur 4; cd 23) 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 40.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune of the psychic (absorb 40; cd 12) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 40 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  teleportation rune of the wizard (range 79; cd 13) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 79 with a minimum range of 15. 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. | 
|  Layylravena the Earthonslaught 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Dex dps ---------- Crit.mult +10.00% Dmg.mod +9% nature ----- def ----- Mind.save +3 (+3 eff.) Poison- +20% Disarm- +20% Amulets make your neck look great! | 
|  grounding copper amulet of cunning (+2) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! | 
|  mindweaver's steel amulet of strength (+4) 0.1 T2 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Str +2 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +7 (+6 eff.) Confus- +10% Amulets make your neck look great! | 
|  copper ring of tenacity 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +22% Knockbk- +21% Rings make your fingers look great! | 
|  gold ring 'Urthathel' 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Mag +3 Wil +4 Cun dps ---------- Crit.mult +5.00% Phys.pwr +8 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +8 (+4 eff.) Dmg.mod +12% mind ----- def ----- Defense +8 (+3 eff.) HP.reg +3.00 Stun/Frz- +30% Rings make your fingers look great! | 
|  marksman's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) Rings make your fingers look great! | 
|  savage's gold ring of sensing 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Con ----- def ----- Spell.save +10 (+5 eff.) Blind- +28% ---------- misc Max.stam +12.00 Infravis +3 See.Stealth +7 See.Invis +8 Rings make your fingers look great! | 
|  titan's steel ring of tenacity 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Max.HP +21.00 Disarm- +22% Pinning- +20% Knockbk- +23% Rings make your fingers look great! | 
|  wizard's steel ring of power 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Spell.save +8 (+4 eff.) Rings make your fingers look great! | 
|  Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) 3.0 T4 battleaxe 2H weapon Reqs Str 50 [Unique] Master Power 68.0 - 102.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+2 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. | 
|  Elumina the steel battleaxe (20-29 power, 2 apr) 3.0 T2 battleaxe 2H weapon [Rare] Nature Power 19.5 - 29.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +8 acid While equipped: Stats +10 Con +10 Wil dps ---------- Dmg.mod +12% mind Res.pen +20% mind ----- def ----- Max.HP +40.00 ---------- misc Equi/ret +0.08 Hate/m.crit +3.00 Infravis +2 Massive two-handed battleaxes. | 
|  Unerring Scalpel (15-20 power, 25 apr) 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. | 
|  dwarven-steel dagger of crippling (22-29 power, 7 apr) 1.0 T3 dagger 1H weapon [Ego+] Master Power 22.0 - 28.6 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Sharp, short and deadly. | 
|  truestriking dwarven-steel dagger (15-20 power, 7 apr) 1.0 T3 dagger 1H weapon [Ego+] Master Power 15.0 - 19.5 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +10 (+4 eff.) Apr +6 Sharp, short and deadly. | 
|  Eye of Winter (8-9 power, 18 apr, cold damage) 3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. | 
|  horrifying vined mindstar of resolve (5-6 power, 18 apr, nature damage) 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 3 mind 3 darkness Dmg.mod +3% mind +4% darkness ----- def ----- Spell.save +3 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  nature's thorny mindstar of life (10-10 power, 24 apr, nature damage) 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +5% nature ----- def ----- Resists +4% blight Max.HP +25.00 HP.reg +1.20 Disease- +16% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  Bolbum's Big Knocker (64-77 power, 10 apr, physical element) 5.0 T3 staff 2H weapon [Unique] Arcane Power 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+4 eff.) Dmg.mod +20% physical Acc +7 (+3 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.0 Pwr.cost 7 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. | 
|  Burnonslaught (20-24 power, 4 apr, darkness element) 5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness +12% blight Res.pen +5% blight +15% fire +10% light ----- def ----- Resists +6% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Crystal Shard (16-19 power, 4 apr, physical element) 5.0 T2 staff 2H weapon [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+5 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 33 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. | 
|  shimmering yew magestaff of might (20-24 power, 4 apr, arcane element) 5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +9 (+3 eff.) Dmg.mod +20% arcane ---------- misc Mana/turn +0.12 Max.mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  strafer's dwarven-steel steamgun of cold 4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +7 cold Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +11% cold Acc +5 (+2 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  Adynne the steel waraxe (17-24 power, 3 apr) 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +4 arcane On Hit: * 10% chance to reduce armor by 36% * 25% chance for lightning to strike from the target to a second target dealing 89 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% One-handed war axes. | 
|  Skullcleaver (20-28 power, 4 apr) 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. | 
|  blurring rough leather belt of transcendence 1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Defense +9 (+3 eff.) Phys.save +5 (+2 eff.) Stealth +5 A belt that goes around your waist. | 
|  hardened leather belt 'Icedash' 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +36 (+12 eff.) Dmg.mod +9% physical Melee Ret 4 physical ----- def ----- Armour +4 Resists +6% cold Spell.save +8 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. | 
|  resilient linen cloak of Iron Throne (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  spellcowled cashmere cloak of the Shaloren (2 def, 0 armour) 2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +5 (+2 eff.) ---------- misc Max.mana +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Dourhack of the Blightspawn (0 def, 6 armour) 2.0 T2 cloth armor [Random Unique] Arcane While equipped: Stats -6 Dex +3 Mag +3 Wil +6 Con dps ---------- Spell.crit +3% Phys.pwr +15 (+5 eff.) Spell.pwr +3 (+1 eff.) Dmg.mod +7% acid +8% temporal +12% darkness +8% cold +5% fire +13% arcane +8% physical Melee Ret 2 physical ----- def ----- Armour +6 Resists +12% acid +12% physical +18% darkness +11% cold +12% fire +9% all ---------- misc Stam/turn +1.00 Max.mana +39.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Fuludunarach (2 def, 2 armour) 2.0 T2 cloth armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid Res.pen +5% acid ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +9% acid +3% temporal +3% light +9% lightning +3% nature +9% all Phys.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Robe of the Worm of the mountain (+11%) (0 def, 0 armour) 2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Resists +7% all +11% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  dreamer's cashmere robe (0 def, 0 armour) 2.0 T3 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +12% darkness +12% mind +11% all Phys.save +11 (+5 eff.) Spell.save +12 (+5 eff.) Mind.save +23 (+14 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  dreamer's cashmere robe of life (0 def, 0 armour) 2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +11% blight +11% darkness +13% mind +11% all Phys.save +10 (+5 eff.) Spell.save +11 (+5 eff.) Mind.save +24 (+15 eff.) Max.HP +58.00 HP.reg +1.50 Heal.mod +15% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  verdant woollen robe of the mountain (+15%) (0 def, 0 armour) 2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +5% nature +15% physical ----- def ----- Resists +9% all +15% physical Poison- +25% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Belalramitta the pair of dwarven-steel boots (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% arcane Res.pen +20% mind ----- def ----- Armour +4 Fatigue +3% Resists +10% fire +10% cold Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Brightvenom the pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +1 Dex dps ---------- Dmg.mod +9% light ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Eden's Guile (2 def, 1 armour) 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 34% (based on Cunning). Uses 36 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. | 
|  Shiverraven (0 def, 9 armour) 2.0 T3 feet armor [Rare] Psionic While equipped: Stats +6 Con +4 Wil dps ---------- Phys.pwr +30 (+10 eff.) Mind.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +9 Resists +12% cold Die.at -20.00 life ---------- misc Max.stam +20.00 Blindside: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. | 
|  Strikefear (0 def, 6 armour) 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +20% arcane ----- def ----- Armour +6 Resists +30% lightning ---------- misc Infravis +2 A pair of boots made of leather. | 
|  pair of dwarven-steel boots of rushing (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +4 Fatigue +3% Rush: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  restorative pair of hardened leather boots (0 def, 3 armour) 2.0 T3 feet armor [Ego+] Nature While equipped: ----- def ----- Armour +3 HP.reg +6.00 Heal.mod +12% A pair of boots made of leather. | 
|  Furnacewake the rough leather gloves (0 def, 1 armour) 1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str +1 Dex +3 Wil dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +10% nature Melee Ret 2 fire ----- def ----- Armour +1 Resists +3% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. | 
|  brawler's iron gauntlets of strength (+4) (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +2 Dex +2 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+3 eff.) Disease- +15% ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. It was changed by the digestive sack. | 
|  restful dwarven-steel gauntlets of magic (+2) (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% HP.reg +2.00 ---------- misc Stam/turn +0.80 Max.stam +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Blastpeal the hardened leather cap (0 def, 3 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +12% blight Res.pen +25% blight +5% cold +10% lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Armour +3 Fatigue +3% Phys.save +7 (+3 eff.) Mind.save +8 (+7 eff.) Battle Cry: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. | 
|  Blazesear (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind Res.pen +25% blight Melee Ret 10 blight ----- def ----- Armour +4 Fatigue +4% Resists +9% acid +9% fire +14% lightning +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  hardened leather cap 'Velymithra' (0 def, 3 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Dex +5 Con dps ---------- Crit.mult +20.00% ----- def ----- Armour +3 Fatigue +3% Resists +1% physical ---------- misc Vim/s.crit +2.00 Max.stam +20.00 A cap made of leather. | 
|  iron helm 'Urthogas' (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex dps ---------- Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +5% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Hettidulen the hardened leather armour (12 def, 6 armour) 9.0 T3 light armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +8% Resists +3% blight +6% temporal +9% light +3% cold Crit.chn- 15.00% Heal.mod +5% A suit of armour made of leather. | 
|  6 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. | 
|  60 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. | 
|  2 onyx 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  9 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. | 
|  10 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. | 
|  2 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Tooth of the Mouth (dig speed 12 turns) 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
|  miner's iron pickaxe (dig speed 29 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  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. | 
|  jade 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  7 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Heart of the Sandworm Queen 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. | 
|  Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(36 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Rod of Recall (2/2) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 145 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest 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. | 
|  high-capacity pouch of dwarven-steel shots of erosion (50/50, 33-40 power, 3 apr) 3.0 T3 shot ammo [Ego] Nature/Master Power 33.0 - 39.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 50 Ranged+ +9 nature While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. | 
|  cleansing ash totem of healing [power 182]  (11 cooldown) 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 11 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. | 
|  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. | 
|  Kindlespawn the ash wand of shielding [power 200]  (15 cooldown) 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +10% acid ----- def ----- Cut- +20% Knockbk- +10% ---------- misc Light +2 Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  powerful ash wand of lightning storm [power 182]  (11 cooldown) 2.0 T2 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (182 total damage) Puts all charms on 11 cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  2 quartz 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  amber 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  5 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. | 
|  7 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  6 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.By Wiggling Willy the Cornac Writhing One level 14
7th Dusk 122nd year of Ascendancy at 07:07 see stats
 Exterminator (Roguelike)
			Killed 1000 creatures.
			Exterminator (Roguelike)
			Killed 1000 creatures.By Wiggling Willy the Cornac Writhing One level 20
65th Dusk 122nd year of Ascendancy at 19:30 see stats
 Home sweet home (Roguelike)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Roguelike)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Wiggling Willy the Cornac Writhing One level 20
54th Dusk 122nd year of Ascendancy at 06:21 see stats
 Level 10 (Roguelike)
			Got a character to level 10.
			Level 10 (Roguelike)
			Got a character to level 10.By Wiggling Willy the Cornac Writhing One level 10
7th Mirth 122nd year of Ascendancy at 23:38 see stats
 Level 20 (Roguelike)
			Got a character to level 20.
			Level 20 (Roguelike)
			Got a character to level 20.By Wiggling Willy the Cornac Writhing One level 20
54th Dusk 122nd year of Ascendancy at 03:38 see stats
 Rescuer of the lost (Roguelike)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Roguelike)
			Rescued the merchant from the assassin lord.By Wiggling Willy the Cornac Writhing One level 20
61st Dusk 122nd year of Ascendancy at 21:26 see stats
 Size matters (Roguelike)
			Did over 600 damage in one attack.
			Size matters (Roguelike)
			Did over 600 damage in one attack.By Wiggling Willy the Cornac Writhing One level 16
23rd Dusk 122nd year of Ascendancy at 19:52 see stats
 The Arena (Roguelike)
			Unlocked Arena mode.
			The Arena (Roguelike)
			Unlocked Arena mode.By Wiggling Willy the Cornac Writhing One level 9
5th Mirth 122nd year of Ascendancy at 17:38 see stats
 The secret city (Roguelike)
			Discovered the truth about mages.
			The secret city (Roguelike)
			Discovered the truth about mages.By Wiggling Willy the Cornac Writhing One level 9
4th Mirth 122nd year of Ascendancy at 12:08 see stats
 Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.
			Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.By Wiggling Willy the Cornac Writhing One level 18
52nd Dusk 122nd year of Ascendancy at 09:02 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 16 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Wiggling Willy picks up (F.): spellcowled cashmere cloak of the Shaloren (2 def, 0 armour).
Ran for 2 turns (stop reason: at object).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 4 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 9 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a back to the tunnels here (press '' or right click to use).
Ran for 14 turns (stop reason: at exit).
There is a back to the tunnels here (press '' or right click to use).
There is a back to the tunnels here (press '' or right click to use).
There is a back to the tunnels here (press '' or right click to use).















































