









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game:  :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Store Restocker 1.5.5Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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: 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:
 Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. 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! 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:
 Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). 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. 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 Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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 | Orcs | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Orc | 
| Class | Arcane Blade | 
| Level / Exp | 50 / 1032% | 
| Size | medium | 
| Lifes / Deaths | Killed by faerlhing at level 17 on the 1st Revenge 124th year of Ascendancy at 19:41 5 / 2Killed by High Sun Paladin Aeryn at level 38 on the 19th Loss 124th year of Ascendancy at 17:03  | 
Primary Stats
| Strength | 59 (base 17) | 
| Dexterity | 131 (base 60) | 
| Constitution | 33 (base 22) | 
| Magic | 118 (base 60) | 
| Willpower | 60 (base 10) | 
| Cunning | 153 (base 60) | 
Resources
| Life | 1392/1392 | 
| Mana | 494/494 | 
| Stamina | 332/332 | 
| Steam | 100/100 | 
| Healing Factor | 1.3089294477288 | 
| Regeneration | 5.5629501528473 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +70.75965887975% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 11 | 
| Lite | 5 | 
| Infravision | 6 | 
| See Stealth | 108.13174240649 | 
| See Invisible | 108.13174240649 | 
Offense: Mainhand
| Damage | 74 | 
| Accuracy | 88 | 
| Crit Chance | 85% | 
| APR | 21 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 75 | 
| Accuracy | 88 | 
| Crit Chance | 90% | 
| APR | 24 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 95 | 
| Crit Chance | 74% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 54 | 
| Crit Chance | 50% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +83% | 
| Light | +32% | 
| Nature | +17% | 
| Darkness | +14% | 
| Cold | +29% | 
| All | +2% | 
Offense: Damage Penetration
| Lightning | +72% | 
| Nature | +47% | 
| Cold | +47% | 
| Fire | +42% | 
| Mind | +47% | 
| All | +32% | 
Defense: Base
| Armour (hardiness) | 35 (69.823135475018%) | 
| Defense | 105 | 
| Ranged Defense | 112 | 
| Fatigue | 0 | 
| Physical Save | 52 | 
| Spell Save | 41 | 
| Mental Save | 53 | 
Defense: Resistances
| Physical | + 41%( 70%) | 
| Lightning | + 70%( 70%) | 
| Fire | + 36%( 70%) | 
| All | + 22%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 20% | 
| Poison Resistance | 20% | 
| Silence Resistance | 20% | 
| Bleed Resistance | 60% | 
| Teleport Resistance | 20% | 
| Disarm Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Pinning Resistance | 100% | 
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1145 damage for 5 turns. Its effects scale with your Magic stat.  | 
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free.  | 
| Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1386% for 10 turns (846 total) and instantly restoring 69 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat.  | 
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 337 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat.  | 
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 938% 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 Cunning stat.  | 
Class Talents
| Technique / Combat techniques | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Air | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Enhancement | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 5/5 | 
| Technique / Magical combat | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
| Spell / Earth | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Dual techniques | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 2/5 | 
| 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 | 
Generic Talents
| Steamtech / Physics | 1.00 | 
  | 3/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 2/5 | 
  | 0/5 | 
  | 2/5 | 
  | 5/5 | 
  | 1/5 | 
  | 2/5 | 
| Steamtech / Chemistry | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Aegis | 1.00 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Conveyance | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Cunning / Scoundrel | 1.00 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
| Race / Orc | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Arcane Feed | 
| talent | Chant of Fortress | 
| talent | Arcane Combat | 
| talent | Feather Wind | 
| talent | Shock Hands | 
| talent | Shielding | 
| talent | Arcane Shield | 
| talent | Thunderstorm | 
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise.  | done | 
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united.  | done | 
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves.  | done | 
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now.  | done | 
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed.  | done | 
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes.  | done | 
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong...  | done | 
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe.  | done | 
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch.  | done | 
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs.  | done | 
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened.  | done | 
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!.  | done | 
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west.  | done | 
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours!  | done | 
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future.  | done | 
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel.  | done | 
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland.  | done | 
Equipment
| On feet |  pair of drakeskin leather boots 'Korildir' (21 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +4 Cun +13 Dex dps ---------- Spell.pwr +25 (+5 eff.) ----- def ----- Armour +5 Defense +21 (+3 eff.) Resists +18% fire +2% physical Poison- +20% Teleport- +20% ---------- misc Max.mana +40.00 A pair of boots made of leather.  | 
| Light source |  Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you.  | 
| On head |  drakeskin leather cap 'Weeppunish' (0 def, 5 armour) 2.0 T5 head armor [Rare] Master While equipped: Stats +8 Str +9 Dex +10 Cun dps ---------- Dmg.mod +15% nature +27% cold Res.pen +15% nature +10% fire Melee Ret 10 nature On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Armour +5 Fatigue +5% Mind.save +15 (+5 eff.) Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 290.1 Physical damage. If the attack hits, the target is confused (47% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather.  | 
| On hands |  Glintscar (0 def, 3 armour) 1.0 T4 hands armor [Rare] Master While equipped: Stats +9 Dex +11 Wil +9 Cun dps ---------- Dmg.mod +30% light Res.pen +15% mind Acc +10 (+2 eff.) Apr +15 ----- def ----- Armour +3 Disarm- +100% ---------- misc Hate/m.crit +5.00 Talents +5 Iron Grip Unarmed combat: Power 27.0 - 29.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +10 Apr +15 Crit +5.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Tool |  Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+2 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained.  | 
| On fingers |  marksman's steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% lightning Acc +6 (+1 eff.) ----- def ----- Resists +20% lightning Rings make your fingers look great!  | 
| On fingers |  pixie's gold ring of clarity0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +5 Mag dps ---------- Spell.pwr +10 (+2 eff.) ----- def ----- Mind.save +9 (+3 eff.) Confus- +20% Rings make your fingers look great!  | 
| Around neck |  serendipitous gold amulet of healing0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +11 Lck dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +7 (+1 eff.) Unseen.red 12% Heal.mod +13% Cut- +60% Heal: Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 362 life. The life healed will increase with your Mindpower. Amulets make your neck look great!  | 
| In main hand |  magewarrior's short dragonbone magestaff of the prodigy (30-36 power, 6 apr, lightning element) 5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +12 Mag +15 Wil +13 Cun dps ---------- Phys.crit +8.0% Spell.crit +8% Phys.pwr +10 (+2 eff.) Spell.pwr +21 (+4 eff.) S.pwr/crit +8 Dmg.mod +30% lightning Acc +9 (+2 eff.) ---------- misc Mana/turn +5.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art.  | 
| Around waist |  noble's drakeskin leather belt of burglary 1.0 T5 belt armor [Ego++] Master While equipped: Stats +4 Dex +5 Wil +9 Cun +8 Lck dps ---------- Against +35% Summoned ----- def ----- Defense +10 (+2 eff.) D.Red.from +27% Summoned Proj.slow +25% Stealth +10 ---------- misc T.Disarm +15 Infravis +4 A belt that goes around your waist.  | 
| In off hand |  stormbringer's voratun dagger of massacre (54-70 power, 9 apr) 1.0 T5 dagger 1H weapon [Ego+] Nature/Master Power 53.5 - 69.5 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Against +35% Undead +35% Demon +35% Horror On Crit.r2 +10 lightning +26 cold While equipped: dps ---------- Mov.spd +22% Res.pen +25% lightning +15% cold Sharp, short and deadly.  | 
| Cloak |  cashmere cloak 'Obsidianvagrant' (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+0 eff.) Dmg.mod +12% darkness ----- def ----- Defense +2 (+0 eff.) Fatigue -2% Resists +45% lightning Die.at -40.00 life HP.reg +4.00 Silence- +20% Stun/Frz- +60% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  The Calm (15 def, 0 armour) 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Str +10 Dex +20 Mag +18 Wil +16 Cun +10 Con dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+2 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary.  | 
Inventory
 Phial of the Ultimate Bearness0.4 potion [Unique] Unknown Quaff phial's content. Impawssible?!  | 
 medical injector implant of the wizard (efficiency 169% / cooldown 90%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 169% efficiency and cooldown mod of 90%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 steam generator implant of the wizard (steam 12)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.9 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 healing infusion of the sneak (heal 367; cd 14)0.1 infusion scroll [Ego] 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 instantly heal yourself for 367 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 regeneration infusion of the psychic (heal 349; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 349 life over 5 turns. 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.  | 
 Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Prismatic Rune (6 turns; blight, physical, light, cold)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 blight, 3 physical, 4 light, 5 cold 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 duelist (absorb 291; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 291 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 Dexterity stat. 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 sneak (absorb 287; cd 13)0.1 rune scroll [Ego] Arcane 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 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 287 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shatter afflictions rune of the wizard (absorb 229; cd 13)0.1 rune scroll [Ego] Arcane 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 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 229 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 2 schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Acid Groove0.1 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: Air Recycler0.1 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: Alchemist's Helper0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 5 schematic: Antimagic Shell0.1 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: Armour Reinforcement0.1 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 Support0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Botanical Shell0.1 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: Brain Cap0.1 T1 schematic scroll [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Corrosive Shell0.1 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: Crystal Plating0.1 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 Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Explosive Shell0.1 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: Fatal Attractor0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Fireproof Coating0.1 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: Flash Powder0.1 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: Focus Lens0.1 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: Frost Salve0.1 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: Fungal Web0.1 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 Cannon0.1 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: Headlamp0.1 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: Healing Salve0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Hook Shell0.1 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: Iron Grip0.1 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: Itching Powder0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Lightning Coil0.1 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: Magnetic Shell0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 6 schematic: Mental Stimulator0.1 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: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 6 schematic: Rocket Boots0.1 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: Rustproof Coating0.1 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: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 5 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Silver Filigree0.1 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: Spike Attachment0.1 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 Grapple0.1 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.  | 
 12 schematic: Steamgun0.1 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: Steamsaw0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Thunder Grenade0.1 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: Thunderclap Coating0.1 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 Salve0.1 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: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Viral Needlegun0.1 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 Shell0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Waterproof Coating0.1 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: Winterchill Edge0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Payload0.1 T5 schematic scroll [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+2 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 Core0.1 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."  | 
 Xanidhewyn0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Dex +3 Wil +3 Cun dps ---------- Phys.crit +3.0% Apr +1 ----- def ----- Resists +6% acid Amulets make your neck look great!  | 
 warrior's steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great!  | 
 starlit gold amulet of healing0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +14% darkness Heal.mod +14% Blind- +20% Cut- +50% Heal: Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 402 life. The life healed will increase with your Mindpower. Amulets make your neck look great!  | 
 Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 3.5 Pwr.cost 51 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose.  | 
 savior's stralite amulet of murder0.1 T4 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +14.00% Acc +5 (+1 eff.) Apr +18 ----- def ----- Phys.save +13 (+4 eff.) Spell.save +13 (+5 eff.) Mind.save +20 (+7 eff.) Amulets make your neck look great!  | 
 warmaker's stralite amulet of murder0.1 T4 amulet jewelry [Ego++] Master While equipped: Stats +6 Str +6 Dex +7 Wil dps ---------- Crit.mult +14.00% Acc +6 (+1 eff.) Apr +13 Amulets make your neck look great!  | 
 Gardanion, the Light of God0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+10 eff.) Steampwr +40 (+10 eff.) Spell.pwr +40 (+7 eff.) Mind.pwr +40 (+11 eff.) May understand old Sher'Tul language. When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him."  | 
 copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Rings make your fingers look great!  | 
 rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Rings make your fingers look great!  | 
 Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 20.48 cold and 16.20 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch.  | 
 Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: 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?  | 
 Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors.  | 
 Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body.  | 
 wizard's gold ring of perseverance0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +25% Rings make your fingers look great!  | 
 wizard's gold ring of power0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +7 (+1 eff.) Mind.pwr +7 (+2 eff.) ----- def ----- Spell.save +10 (+4 eff.) Rings make your fingers look great!  | 
 Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. Summon Crimson Paladin John. Uses 68 power out of 100/100 This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John"  | 
 sneakthief's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +8 Cun +6 Dex dps ---------- Acc +12 (+2 eff.) ----- def ----- Max.HP +64.00 HP.reg +13.00 Heal.mod +12% Rings make your fingers look great!  | 
 stralite ring of speed0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +14% Acc +6 (+1 eff.) ----- def ----- Defense +9 (+1 eff.) Blinding Speed: Puts all charms on 34 cooldown Level 3.5 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great!  | 
 Balaromidrarig the Sewerstreak0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +20% acid +6% nature Res.pen +15% mind +10% nature Acc +26 (+5 eff.) Apr +27 ----- def ----- Defense +25 (+4 eff.) Resists +40% acid +9% fire Pinning- +10% Disengage: Puts all charms on 9 cooldown Level 3.5 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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!  | 
 Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 152.99 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 28 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise.  | 
 painweaver's voratun ring of pilfering0.1 T5 ring jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +13 (+3 eff.) Spell.pwr +17 (+3 eff.) Mind.pwr +17 (+6 eff.) Dmg.mod +6% all Acc +10 (+2 eff.) Apr +14 ----- def ----- Defense +9 (+1 eff.) Disengage: Puts all charms on 9 cooldown Level 3.5 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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!  | 
 Staff of Bones (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+4 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful.  | 
 magewarrior's short yew magestaff (20-24 power, 4 apr, fire element)5.0 T3 staff 1H weapon [Ego+] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Phys.pwr +5 (+1 eff.) Spell.pwr +14 (+3 eff.) Dmg.mod +20% fire Acc +5 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 magewarrior's short yew magestaff of might (20-24 power, 4 apr, lightning element)5.0 T3 staff 1H weapon [Ego+] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +14% Phys.pwr +7 (+2 eff.) Spell.pwr +15 (+3 eff.) Dmg.mod +20% lightning Acc +7 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 Laser Powered Giant Smasher (80-120 power, 0 apr)5.0 T5 greatmaul 2H weapon [Unique] Unknown/Steamtech Power 80.0 - 120.0 Light Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Crit +25.0% Atk.spd 100% Melee+ +20 lightning +20 fire While equipped: dps ---------- Against +10% Humanoid +10% Giant ----- def ----- Confus- +100% Fear- +100% ---------- misc Talents +1 Laser Powered Smash The Laser Powered Giant Smasher, nicknamed the Gloryhammer. You can feel it vibrating with untold power in your hands.  | 
 dwarven-steel greatsword of projection (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Psionic Power 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords.  | 
 Ramroller (40-60 power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +180 Uses 1.0 Steam While equipped: ----- def ----- Armour +19 Defense +14 (+2 eff.) ---------- misc Talents +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!"  | 
 The Twisted Blade (50-75 power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Unknown/Steamtech Power 50.0 - 75.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +150 HP.leech +10% On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +18 Defense +14 (+2 eff.) Fatigue +15% ---------- misc Talents +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister...  | 
 stormbringer's dwarven-steel longsword (21-29 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Nature Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +5 lightning +7 cold While equipped: dps ---------- Mov.spd +23% Res.pen +5% lightning +5% cold Sharp, long, and deadly.  | 
 Thunderfall (50-70 power, 6 apr)3.0 T5 mace 1H weapon [Unique] Psionic Power 50.0 - 70.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 51 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls.  | 
 Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows.  | 
 Smearrend (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 38 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% ----- def ----- Resists +12% nature Sharp, short and deadly.  | 
 Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 4.5 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 256.69 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it.  | 
 steel dagger 'Siloda' (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Psionic Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 cold +7 mind On Hit.r1 +8 acid On Crit.r2 +8 acid On Hit: * 20% chance to reduce armor by 49% * 16% chance to reduce all saves and defense by 32 On Crit: * Splash the target with acid dealing 240 damage over 5 turns and reducing armor and accuracy by 30 While equipped: Stats +2 Cun +1 Wil Sharp, short and deadly.  | 
 Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+4 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past.  | 
 Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades.  | 
 Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm.  | 
 stormbringer's stralite dagger (30-38 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Nature Power 29.5 - 38.4 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +23 lightning +16 cold While equipped: dps ---------- Mov.spd +33% Res.pen +18% lightning +5% cold Sharp, short and deadly.  | 
 Life Drinker (42-55 power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 3.5 Pwr.cost 34 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 26.59 acid and 26.59 blight damage. If not cleared after five turns it will inflict 150.99 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil.  | 
 Thoughtcaster4.0 T5 steamgun 1H weapon Reqs Shoot [Unique] Psionic/Steamtech Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 110% Range +10 Proj.spd +600% On Hit: * deal 55.08 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: dps ---------- Steam.crit +5% Mind.crit +5% Steampwr +15 (+4 eff.) Mind.pwr +15 (+5 eff.) ---------- misc Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body.  | 
 The Titan's Quiver (18/18, 62-87 power, 20 apr)3.0 T5 arrow ammo [Unique] Master Power 62.0 - 86.8 Physical Uses 70% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen.  | 
 Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+2 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 70.18 to 87.72 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force.  | 
 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 4.5 Pwr.cost 13 out of 20/20. Range 9 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 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 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.  | 
 rough leather armour of the hero  (3 def, 2 armour)9.0 T1 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +3 Str +3 Dex +3 Mag +4 Wil +3 Cun ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% Max.HP +30.00 A suit of armour made of leather.  | 
 Medical Urgency Vest (6 def, 7 armour)9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +7% Phys.save +15 (+5 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector.  | 
 prismatic hardened leather armour of stability (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +9 (+1 eff.) Fatigue +8% Resists +7% physical +10% light +11% darkness Phys.save +14 (+4 eff.) A suit of armour made of leather.  | 
 Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+2 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 5.5 Pwr.cost 11 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 226.72 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm.  | 
 Smear's kiss the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Res.pen +25% fire On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Max.HP +51.00 A belt that goes around your waist.  | 
 grounding hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +7% lightning +7% temporal Max.HP +33.00 A belt that goes around your waist.  | 
 hardened leather belt 'Eclipsevalor'1.0 T3 belt armor [Rare] Master While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +9% light +12% darkness Against +33% Summoned ----- def ----- Defense +30 (+5 eff.) Resists +24% acid +6% temporal D.Red.from +31% Summoned Mind.save +9 (+3 eff.) A belt that goes around your waist.  | 
 spiritwalker's hardened leather belt of recklessness1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +6 Mag dps ---------- Phys.crit +3.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) ---------- misc Mana/turn +0.16 Max.mana +22.00 A belt that goes around your waist.  | 
 Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+1 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch.  | 
 kruk cloak of mindcraft (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +4% A stylish kruk-style cloak, to look awesome.  | 
 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 3.2 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 12 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 249.31 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease.  | 
 Guise of the Hated (14 def, 0 armour)2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+6 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+2 eff.) Resists +10% darkness +10% mind Mind.save +10 (+4 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen.  | 
 Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 43 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow.  | 
 Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 43 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.  | 
 The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world."  | 
 dreamer's pair of hardened leather boots of strife (0 def, 3 armour)2.0 T3 feet armor [Ego++] Psionic While equipped: Stats +7 Wil +4 Cun +4 Con dps ---------- Mind.pwr +4 (+1 eff.) Res.pen +8% physical ----- def ----- Armour +3 Phys.save +7 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+3 eff.) Blindside: Puts all charms on 22 cooldown Level 2.5 Pwr.cost 22 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 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather.  | 
 Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 14.0 - 15.4 Physical Uses 40% Cun, 40% Str, 20% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings.  | 
 restful hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +13 (+2 eff.) ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +13.00 Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +9.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 3.5 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 176.12 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength.  | 
 Stralite Sand Shredder (0 def, 1 armour)1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Apr +1 Crit +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly.  | 
 Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power!  | 
 grounding cashmere wizard hat of lightning (+23%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +2 (+0 eff.) Resists +23% lightning +8% temporal A pointy cloth hat, very wizardly...  | 
 Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-2 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear.  | 
 Goryndil (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +12 Wil dps ---------- Spell.pwr +3 (+0 eff.) Res.pen +15% arcane ----- def ----- Defense +2 (+0 eff.) Phys.save +14 (+4 eff.) ---------- misc Mana/turn +0.08 Max.vim +30.00 A pointy cloth hat, very wizardly...  | 
 Islutha the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Con dps ---------- Mind.crit +6% ----- def ----- Armour +3 Fatigue +3% Resists +3% nature +6% light Mind.save +6 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Equi/ret +0.12 See.Invis +6 A cap made of leather.  | 
 Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest.  | 
 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 2 zircon0.0 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.  | 
 23 aquamarine0.0 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.  | 
 17 opal0.0 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.  | 
 11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 25 amethyst0.0 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.  | 
 32 onyx0.0 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.  | 
 32 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 42 emerald0.0 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.  | 
 28 garnet0.0 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.  | 
 37 quartz0.0 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.  | 
 5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 4 jade0.0 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.  | 
 9 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 7 ruby0.0 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.  | 
 12 amber0.0 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 bloodstone0.0 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.  | 
 8 fire opal0.0 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.  | 
 2 diamond0.0 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.  | 
 7 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 3 pearl0.0 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.  | 
 Ureslak's Focus0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him.  | 
 Burning Star1.0 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.  | 
 Prothotipe's Prismatic Eye0.0 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.  | 
 135 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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 of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- misc 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.  | 
 Eremekalthovon the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: Stats +5 Str +9 Wil dps ---------- Dmg.mod +7% mind ----- def ----- Resists +2% physical Phys.save +6 (+2 eff.) Mind.save +9 (+3 eff.) ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 Umbraphage0.0 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 (+4 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 201.78 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.  | 
 Poryyatira the Skytooth1.0 T5 lite [Rare] Master While equipped: dps ---------- Dmg.mod +24% temporal Res.pen +25% temporal Melee Ret 8 temporal ----- def ----- Armour +10 Resists +15% lightning ---------- misc Stam/turn +3.00 Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
 strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it.  | 
 strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it.  | 
 strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it.  | 
 Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials.  | 
 perfect mana coil0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: ---------- misc Mana/turn +5.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power!  | 
 voratun razor edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power!  | 
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 43 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy.  | 
 Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life.  | 
 Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin.  | 
 Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it?  | 
 Qog's Essentials2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 26 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with.  | 
 Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 6.5 Pwr.cost 13 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it.  | 
 Skull of the Rat Lich1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 60 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets.  | 
 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 168% 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 (1/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 310/400 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.  | 
 voratun torque of psionic shield 'Shinerip' [power 169]  (22 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: Stats +10 Wil dps ---------- Spell.pwr +20 (+4 eff.) Res.pen +25% mind ---------- misc Equi/ret +0.20 Light +3 Setup a psionic shield, reducing all damage taken by 169 for 5 turns Puts all charms on 22 cooldown 100% to increase all damage by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 ash totem of healing 'Floestoker' [power 170]  (13 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% mind +9% cold ---------- misc Hate/m.crit +2.00 Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 13 cooldown 100% to heal for 31. 100% to reduce 1 talent cooldowns by 2. 100% to reduce fatigue by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power.  | 
 Freezerock [power 340]  (22 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.crit +8.0% Melee Ret 8 cold ----- def ----- Armour +4 Die.at -40.00 life ---------- misc Stam/turn +3.00 Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 904 Base Damage: 395 Armor: 20 All Resist: 35 Puts all charms on 22 cooldown 100% to increase all damage by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power.  | 
 evasive ash wand of clairvoyance [power 10]  (13 cooldown)2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 91 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 156 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 30 power out of 35/35 This gold-tipped wand shines with an unnatural sheen.  | 
 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?  | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride.  Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again.  By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns.  You know that this will not last forever.  You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless...  You just killed a god and gave your people the first chance to relax in thousands of years.  It's been a pretty good day.
You may continue playing and enjoy the rest of the world.  Your soldiers may want to speak with you outside...
Achievements
			A Fistful of Gold
			Buy an item from an AAA.By BorkBorkBlade the Orc Arcane Blade level 29
31st Revenge 124th year of Ascendancy at 04:31 see stats
			Across the Narrow Sea
			Destroyed the Sunwall Outpost to secure a way to the mainland.By BorkBorkBlade the Orc Arcane Blade level 13
39th Retaking 124th year of Ascendancy at 18:35 see stats
			Can you bear it? So much bearness!
			Killed Borius in the Bearscape.By BorkBorkBlade the Orc Arcane Blade level 44
41st Loss 124th year of Ascendancy at 11:14 see stats
			Do not go gentle into that good night
			Trapped John.By BorkBorkBlade the Orc Arcane Blade level 45
2nd Destruction 124th year of Ascendancy at 12:28 see stats
			Don't Poosh it!
			Killed Kelad in the lost land of Poosh.By BorkBorkBlade the Orc Arcane Blade level 43
37th Loss 124th year of Ascendancy at 23:52 see stats
			Dragon's Greed
			Amassed 8000 gold pieces.By BorkBorkBlade the Orc Arcane Blade level 50
30th Destruction 124th year of Ascendancy at 06:55 see stats
			Exterminator
			Killed 1000 creatures.By BorkBorkBlade the Orc Arcane Blade level 24
9th Revenge 124th year of Ascendancy at 16:26 see stats
			Fear me not!
			Survived the Fearscape!By BorkBorkBlade the Orc Arcane Blade level 37
17th Loss 124th year of Ascendancy at 16:25 see stats
			Level 10
			Got a character to level 10.By BorkBorkBlade the Orc Arcane Blade level 10
17th Retaking 124th year of Ascendancy at 07:05 see stats
			Level 20
			Got a character to level 20.By BorkBorkBlade the Orc Arcane Blade level 20
3rd Revenge 124th year of Ascendancy at 09:05 see stats
			Level 30
			Got a character to level 30.By BorkBorkBlade the Orc Arcane Blade level 30
31st Revenge 124th year of Ascendancy at 05:41 see stats
			Level 40
			Got a character to level 40.By BorkBorkBlade the Orc Arcane Blade level 40
21st Loss 124th year of Ascendancy at 21:56 see stats
			Level 50
			Got a character to level 50.By BorkBorkBlade the Orc Arcane Blade level 50
28th Destruction 124th year of Ascendancy at 15:54 see stats
			Merry wintertide!
			Finish the Santascape event and free the little helper elves.By BorkBorkBlade the Orc Arcane Blade level 42
36th Loss 124th year of Ascendancy at 16:29 see stats
			One Ill Turn Deserves Another
			The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By BorkBorkBlade the Orc Arcane Blade level 50
36th Destruction 124th year of Ascendancy at 16:22 see stats
			Reclaiming Garkul's Heritage
			Freed the remnants of the Prides from the Internment Camp.By BorkBorkBlade the Orc Arcane Blade level 35
13rd Loss 124th year of Ascendancy at 00:36 see stats
			Size is everything
			Did over 1500 damage in one attack.By BorkBorkBlade the Orc Arcane Blade level 33
46th Dearth 124th year of Ascendancy at 02:52 see stats
			Size matters
			Did over 600 damage in one attack.By BorkBorkBlade the Orc Arcane Blade level 22
6th Revenge 124th year of Ascendancy at 03:30 see stats
			The Dead God Rests
			You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By BorkBorkBlade the Orc Arcane Blade level 50
39th Destruction 124th year of Ascendancy at 15:26 see stats
			The High Lady's Destiny (Finale)
			Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By BorkBorkBlade the Orc Arcane Blade level 38
19th Loss 124th year of Ascendancy at 18:32 see stats
			The Rat Lich
			Killed the terrible Rat Lich.By BorkBorkBlade the Orc Arcane Blade level 49
25th Destruction 124th year of Ascendancy at 14:49 see stats
			This will make a big Omelette!
			Collected 40 ritch eggs in the Ritch Hive.By BorkBorkBlade the Orc Arcane Blade level 32
36th Dearth 124th year of Ascendancy at 04:23 see stats
			To the Bitter End
			You have destroyed the last remnants of the Atmos Tribe, ending their civilization.By BorkBorkBlade the Orc Arcane Blade level 50
39th Destruction 124th year of Ascendancy at 21:35 see stats
			Treasure Hoarder
			Amassed 3000 gold pieces.By BorkBorkBlade the Orc Arcane Blade level 24
14th Revenge 124th year of Ascendancy at 20:09 see stats
			Treasure Hunter
			Amassed 1000 gold pieces.By BorkBorkBlade the Orc Arcane Blade level 20
3rd Revenge 124th year of Ascendancy at 17:05 see stats
Log
--------------------------------
Today is the 6th Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:10.
There is a Kruk Pride (Town) here (press '' or right click to use).
--------------------------------
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
--------------------------------
Bought:  manasurge rune of the duelist (regen 1386% over 10 turns; mana 69; cd 14) for 44.47 gold.
--------------------------------
Ran for 14 turns (stop reason: interesting terrain).
--------------------------------
Ran for 2 turns (stop reason: interesting terrain).
--------------------------------
Bought:  healing infusion of the duelist (heal 337; cd 11) for 38.47 gold.
You have no more inscription slots.
You are now inscribed with Infusion: Healing.
You have no more inscription slots.
You are now inscribed with Rune: Manasurge.
--------------------------------
Saving game...
Saving done.
The furious lightning storm around BorkBorkBlade calms down and disappears.







































































































































































































