










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
  | 
| Campaign | Maj'Eyal | 
| Mode | Madness Adventure | 
| Sex | Female | 
| Race | Cornac | 
| Class | Adventurer | 
| Level / Exp | 33 / 42% | 
| Size | medium | 
| Lifes / Deaths | Killed by Zubisemira the sick cave bear at level 18 on the 22nd Dusk 122nd year of Ascendancy at 11:52 0 / 7Killed by Zubisemira the sick cave bear at level 18 on the 22nd Dusk 122nd year of Ascendancy at 15:14 Killed by Zubisemira the sick cave bear at level 18 on the 22nd Dusk 122nd year of Ascendancy at 19:44 Killed by Isama the sand-drake at level 20 on the 31st Dusk 122nd year of Ascendancy at 08:44 Killed by Adinne the fearful symmetry at level 31 on the 72nd Dusk 122nd year of Ascendancy at 06:04 Killed by Layulena the devourer at level 31 on the 72nd Dusk 122nd year of Ascendancy at 07:47 Killed by minotaur at level 33 on the 25th Haze 122nd year of Ascendancy at 09:18  | 
| Antimagic | Follower | 
Primary Stats
| Strength | 33 (base 18) | 
| Dexterity | 34 (base 12) | 
| Constitution | 28 (base 12) | 
| Magic | 21 (base 12) | 
| Willpower | 100 (base 60) | 
| Cunning | 93 (base 60) | 
Resources
| Hate | 100/100 | 
| Equilibrium | 47 | 
| Life | -217/801 | 
| Stamina | 399/446 | 
| Psi | 236/532 | 
| Healing Factor | 1.2556298990388 | 
| Regeneration | 33.762873090471 | 
Speed
| Mental | -1.1102230246252E-14% | 
| Attack | 0% | 
| Movement | +30.8% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 0 | 
| Infravision | 8 | 
| See Invisible | 12 | 
Offense: Mainhand
| Damage | 80 | 
| Accuracy | 63 | 
| Crit Chance | 41% | 
| APR | 49 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 73 | 
| Accuracy | 63 | 
| Crit Chance | 41% | 
| APR | 42 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 20 | 
| Crit Chance | 29% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 73 | 
| Crit Chance | 40% | 
| Speed | 1 | 
Offense: Damage Bonus
| Fire | +6% | 
| Lightning | +18% | 
| Nature | +50% | 
| Darkness | +6% | 
| Cold | +21% | 
| Physical | +15% | 
| Mind | +35% | 
| All | 0% | 
Offense: Damage Penetration
| Lightning | +14% | 
| Mind | +45% | 
| Temporal | +5% | 
| Nature | +30% | 
| Physical | +10% | 
| Cold | +12% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 21 (30%) | 
| Defense | 49 | 
| Ranged Defense | 49 | 
| Fatigue | 13 | 
| Physical Save | 32.55 | 
| Spell Save | 39.7 | 
| Mental Save | 54 | 
Defense: Resistances
| Acid | + 3%( 70%) | 
| Arcane | + 8%( 70%) | 
| Cold | + 32%( 70%) | 
| All | + 3%( 70%) | 
| Darkness | + 8%( 70%) | 
| Light | + 3%( 70%) | 
| Physical | + 6%( 70%) | 
| Mind | + 10%( 70%) | 
| Lightning | + 10%( 70%) | 
| Fire | + 6%( 70%) | 
| Nature | + 51%( 70%) | 
Defense: Immunities
| Bleed Resistance | 65% | 
| Confusion Resistance | 0% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 100% | 
| Blind Resistance | 65% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 352 life over 5 turns. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 725% 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.  | 
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 230 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat.  | 
Class Talents
| Cursed / Predator | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Wild-gift / Sand drake aspect | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Psionic / Solipsism | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
| Wild-gift / Ooze | 1.00 | 
  | 2/5 | 
  | 4/5 | 
  | 1/5 | 
  | 5/5 | 
| Cursed / Gloom | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Psionic / Psi-fighting | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Cursed / Force of will | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Wild-gift / Fungus | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Mindstar mastery | 1.20 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Combat training | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Wild-gift / Harmony | 1.10 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Lethality | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
| Wild-gift / Antimagic | 1.00 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Conditioning | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Cunning / Scoundrel | 1.00 | 
  | 1/5 | 
  | 2/5 | 
  | 2/5 | 
  | 2/5 | 
Prodigies
  | 1/1 | 
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments.  | done | 
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently.  | active | 
You failed to protect the lone alchemist from death by Mayerialaith the cold drake. Escort: lone alchemist (level 1 of Daikara) | failed | 
You failed to protect the lone alchemist from death by thief. Escort: lone alchemist (level 3 of Trollmire) | failed | 
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)).  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there.  | done | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 28.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward.  | done | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed minotaur nose.  | active | 
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | active | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active | 
Equipment
| Psionic focus |  steel greatsword 'Spiderwitch' (22-36 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.5 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 69% Damage (Melee): +10 nature Damage (radius 2) on crit: +16 lightning / +20 cold When wielded/worn: Armour penetration: +2 Changes stats: +7 Str / +5 Dex / +7 Mag / +7 Wil / +9 Cun / +6 Con Changes resistances: +2% physical Changes resistances penetration: +9% lightning / +12% cold Only die when reaching: -40.00 life Movement speed: +30% Massive two-handed swords.  | 
| On hands |  voratun gauntlets 'Murkripper' (0 def, 12 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +12 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 11 nature / 13 physical Changes resistances: +12% nature / +6% mind Changes resistances penetration: +5% temporal Changes damage: +23% nature / +9% physical Life regen: +9.00 Stamina each turn: +2.00 Maximum stamina: +26.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Light source |  Gligawe the DaywarInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +4 Damage when hit (Melee): 4 light Changes stats: +6 Wil Changes damage: +7% mind / +6% physical Critical mult.: +25.00% Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
| On head |  rough leather cap 'Brodiharasadas' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Str / +2 Cun / +3 Con Changes resistances: +3% fire / +5% arcane / +9% cold A cap made of leather.  | 
| On feet |  Aerebrenor the pair of rough leather boots (5 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +1 Defense: +5 (+1 eff.) Changes stats: +4 Dex / +5 Wil / +1 Con / +6 Lck Changes resistances penetration: +10% physical Stealth bonus: +6 Infravision radius: +3 A pair of boots made of leather.  | 
| Tool |  Elenuvon [power 405]  (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +5 Dex / +1 Mag Changes resistances penetration: +15% mind Reduces incoming crit damage: 15.00% See invisible: +12 It can be used to blast the opponent's mind dealing 546 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 22% for 2 turns. * Increase the duration of 1 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers.  | 
| On fingers |  gold ring 'Tideguile'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 32% Changes stats: +6 Cun / +6 Wil Changes resistances: +6% darkness / +21% cold Changes damage: +21% cold / +6% darkness / +6% fire Mindpower: +10 (+3 eff.) Rings make your fingers look great!  | 
| On fingers |  solipsist's copper ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Life regen: +6.00 Maximum life: +46.00 Mindpower: +6 (+2 eff.) Healing mod.: +11% Rings make your fingers look great!  | 
| Around neck |  Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+10 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind.  | 
| In main hand |  Zefast the Boltraider (18-19 power, 39 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +39 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +4 mind When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 40 Damage when hit (Melee): 4 mind / 4 lightning Changes resistances: +3% nature / +3% lightning Changes resistances penetration: +5% nature Changes damage: +6% lightning / +7% nature / +3% mind Talent masteries: +0.10 Wild-gift / Harmony +0.20 Cursed / Dark sustenance +0.20 Psionic / Voracity Talent granted: +1 Attune Mindstar Hate per kill: +4.00 Psi per kill: +4.00 Mindpower: +17 (+4 eff.) Mental crit. chance: +5% It can be used to inflict 213.30 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
| Around waist |  Brodogodas the SerpentserpentCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 69% * 20% chance to reduce all saves and defense by 40 Damage when hit (Melee): 2 nature Changes stats: +3 Dex / +4 Cun / +7 Lck Changes resistances: +12% mind Changes resistances penetration: +5% nature / +10% mind Trap disarming bonus: +11 Stealth bonus: +7 Infravision radius: +5 A belt that goes around your waist.  | 
| In off hand |  pulsing mindstar of storms (13-14 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 8 lightning Changes stats: +5 Str / +1 Dex / +1 Mag / +2 Wil / +3 Cun / +2 Con Changes resistances: +5% lightning Changes resistances penetration: +5% lightning Changes damage: +12% lightning Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
| Cloak |  Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+6 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak.  | 
| Main armor |  Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour.  | 
Inventory
 healing infusion of the warrior (heal 106; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 This item will automatically be transmogrified when you leave the level.movement infusion (speed 584%; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 584% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 movement infusion of the psychic (speed 761%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 761% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to 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)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 LightcryptInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex / +1 Wil / +4 Con Changes resistances: +12% nature / +11% blight Changes resistances penetration: +15% light Poison immunity: +23% Disease immunity: +23% Light radius: +3 Amulets make your neck look great!  | 
 ShadespikerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 32% Changes stats: +2 Mag Changes resistances: +6% darkness / +6% acid Changes resistances penetration: +10% darkness Amulets make your neck look great!  | 
 Deepssear the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% acid / +6% darkness / +3% blight Changes resistances penetration: +5% darkness Changes damage: +3% acid Silence immunity: +23% Mana each turn: +0.10 Rings make your fingers look great!  | 
 Glaciersmasher the stralite ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 8 cold Changes stats: +6 Cun / +5 Wil Changes resistances: +3% cold Changes resistances penetration: +25% blight / +5% cold Maximum encumbrance: +31 Mental save: +9 (+3 eff.) Confusion immunity: +36% Mindpower: +9 (+2 eff.) Rings make your fingers look great!  | 
 GlarekarmaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Con Changes resistances: +26% acid / +30% cold Changes resistances penetration: +25% temporal Changes damage: +13% acid / +15% cold / +3% light Spell save: +14 (+4 eff.) Maximum stamina: +15.00 Light radius: +1 Rings make your fingers look great!  | 
 Harudor the ShineblowCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 40 Damage when hit (Melee): 8 light Changes resistances: +6% nature Changes resistances penetration: +20% mind / +20% light Spell save: +15 (+4 eff.) Stun/Freeze immunity: +31% Life regen: +4.00 Rings make your fingers look great!  | 
 Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it.  | 
 Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to 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 Activation costs 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?  | 
 copper ring 'Darkvein'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +1 Wil Changes resistances penetration: +20% mind Critical mult.: +5.00% Disarm immunity: +23% Pinning immunity: +25% Knockback immunity: +22% Psi when hit: +0.16 Maximum life: +21.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +2% Rings make your fingers look great!  | 
 gladiator's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 40 Damage (Melee): 9 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 40 Damage (Ranged): 5 physical Changes stats: +6 Str / +3 Cun / +4 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 325% weapon damage over 7 turns, and all healing will be reduced by 70%. Rings make your fingers look great!  | 
 gold ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 13 light Damage (Ranged): 12 light Changes stats: +3 Mag Changes damage: +12% light Rings make your fingers look great!  | 
 marksman's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+2 eff.) Changes stats: +3 Dex Spellpower: +6 (+3 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great!  | 
 psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings make your fingers look great!  | 
 psionicist's gold ring of luminosityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 13 light Damage (Ranged): 12 light Changes stats: +4 Wil / +3 Mag Changes damage: +12% light Mental save: +8 (+3 eff.) Rings make your fingers look great!  | 
 sneakthief's gold ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +6 Cun / +5 Dex Changes resistances: +24% nature Changes damage: +12% nature Rings make your fingers look great!  | 
 steel ring 'Skyvile'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +11 Cun / +5 Dex Changes resistances: +12% lightning Changes resistances penetration: +25% acid Mental crit. chance: +6% Rings make your fingers look great!  | 
 steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +23% Maximum life: +24.00 Rings make your fingers look great!  | 
 warrior's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Life regen: +7.00 Maximum life: +50.00 Healing mod.: +12% Rings make your fingers look great!  | 
 This item will automatically be transmogrified when you leave the level.stormbringer's stralite battleaxe of persecution (40-60 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (radius 2) on crit: +47 lightning / +52 cold Damage against: +26% Unnatural When wielded/worn: Changes stats: +7 Wil Changes resistances penetration: +26% lightning / +26% cold Movement speed: +54% Massive two-handed battleaxes.  | 
 This item will automatically be transmogrified when you leave the level.plaguebringer's stralite dagger of phasing (27-35 power, 30 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +30 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 16% chance to reduce strength, dexterity, and constitution by 12 Damage Shield penetration (this weapon only): +18% Damage (Melee): +13 blight When wielded/worn: Disease immunity: +23% Sharp, short and deadly.  | 
 Unlightviper the dwarven-steel greatmaul (52-78 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 52.5 - 78.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 43% chance to reduce all saves and defense by 40 * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (Melee): +12 mind Damage (radius 1) on hit: +12 mind Damage against: +14% Unnatural When wielded/worn: Changes stats: +5 Cun / +7 Wil Changes resistances: +6% darkness Changes resistances penetration: +5% mind Massive two-handed mauls.  | 
 This item will automatically be transmogrified when you leave the level.voratun mace 'Dayblight' (46-64 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +25 cold When wielded/worn: Changes stats: +10 Mag Changes resistances: +9% light / +12% blight Critical mult.: +24.82% Spell save: +9 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +124.10 Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blunt and deadly.  | 
 vined mindstar of disruption (5-6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +8% Unnatural When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 This item will automatically be transmogrified when you leave the level.wyrm's pulsing mindstar of nightfall (14-15 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 7 lightning / 8 physical / 4 fire / 9 acid / 8 cold Changes resistances: +7% lightning / +9% physical / +17% darkness / +9% fire / +9% cold / +9% acid Changes resistances penetration: +14% darkness Changes damage: +17% darkness Talent mastery: +0.20 Cursed / Darkness Talent granted: +1 Attune Mindstar Blindness immunity: +17% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 Bolbum's Big Knocker (64-76 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+6 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 3.5 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 98% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after.  | 
 This item will automatically be transmogrified when you leave the level.Shadowravager the dragonbone magestaff (30-36 power, 6 apr, cold element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +20 (+6 eff.) Effects on melee hit: * 24% chance to reduce damage dealt by 32% Changes stats: +13 Str Changes resistances penetration: +15% darkness Changes damage: +12% blight / +21% physical / +45% cold Talent granted: +1 Command Staff Critical mult.: +44.82% Spellpower: +15 (+8 eff.) Spell crit. chance: +18% Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.balanced voratun waraxe of erosion (40-56 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +19 nature When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +11 (+3 eff.) Disarm immunity: +45% One-handed war axes.  | 
 linen cloak 'Cyronne' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +5 Cun / +1 Dex Changes resistances: +3% mind Spell save: +3 (+0 eff.) Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 This item will automatically be transmogrified when you leave the level.marshal's elven-silk cloak (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +6 Con Physical save: +14 (+4 eff.) Maximum life: +110.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 This item will automatically be transmogrified when you leave the level.stormwoven elven-silk robe of nature (+12%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Str / +7 Mag / +7 Wil Changes resistances: +12% lightning / +13% cold / +43% nature / +15% all Changes damage: +14% lightning / +17% physical / +29% nature / +17% cold A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Balanceswift (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +1 Effects on melee hit: * 20% chance to slow global speed by 69% * 10% chance to reduce damage dealt by 32% Damage when hit (Melee): 4 nature Changes resistances: +6% nature Changes damage: +3% arcane / +6% darkness A pair of boots made of leather.  | 
 Nerura the pair of rough leather boots (5 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+1 eff.) Changes stats: +1 Dex Changes resistances: +5% arcane Changes resistances penetration: +15% mind Life regen: +4.00 Stamina each turn: +0.40 Maximum stamina: +10.00 Healing mod.: +15% A pair of boots made of leather.  | 
 This item will automatically be transmogrified when you leave the level.reinforced pair of voratun boots of tirelessness (0 def, 14 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Changes resistances: +14% acid / +14% fire / +14% lightning / +14% cold Stamina each turn: +1.30 Maximum stamina: +35.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Salima the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +26 (+9 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Str / +3 Dex / +1 Wil / +4 Cun / +3 Con Changes resistances: +7% darkness Physical save: +6 (+1 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +22% Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Sepsispulverizer (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to slow global speed by 69% * 10 arcane resource burn Changes resistances: +3% acid / +5% arcane / +6% darkness / +12% blight Changes resistances penetration: +5% cold Life regen: +2.00 Stamina each turn: +0.60 Maximum stamina: +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+4 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 173.00 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them.  | 
 Galimarach (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +1 Physical crit. chance: +5.0% Defense: +2 (+0 eff.) Changes resistances: +19% cold Changes damage: +13% cold Physical save: +9 (+3 eff.) Stamina each turn: +3.00 Maximum stamina: +20.00 Infravision radius: +2 A pointy cloth hat, very wizardly...  | 
 Glintwing the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +18% lightning / +9% temporal / +5% arcane / +3% light Changes damage: +12% lightning Reduces incoming crit damage: 15.00% Poison immunity: +20% Life regen: +4.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pointy cloth hat, very wizardly...  | 
 Turirorek the cashmere wizard hat (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +9 Cun / +4 Wil Changes resistances: +28% fire / +3% nature / +6% cold Changes resistances penetration: +5% mind Changes damage: +13% fire Mental save: +9 (+3 eff.) Mindpower: +14 (+4 eff.) A pointy cloth hat, very wizardly...  | 
 This item will automatically be transmogrified when you leave the level.insulating elven-silk wizard hat of decomposition (3 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +7% lightning / +7% temporal / +7% light / +19% fire / +8% nature / +5% acid / +8% blight / +19% cold / +7% darkness A pointy cloth hat, very wizardly...  | 
 13 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 509 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life.  | 
 Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost?  | 
 Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic.  | 
 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(149 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
 Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts.  | 
 Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 71% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it.  | 
 Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 dragonbone totem of healing 'Emusenor' [power 482]  (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +6% acid / +9% temporal Changes resistances penetration: +10% temporal Changes damage: +15% acid It can be used to heal yourself and all friendly characters within 10 spaces for 482 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 22% for 2 turns. * Heal for 106. * Reduce fatigue by 45% for 2 turns. Natural totems are made by powerful wilders to store nature power.  | 
 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 This item will automatically be transmogrified when you leave the level.dragonbone wand of conjuration [power 475] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a magical bolt dealing 574 cold damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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.  | 
 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 10 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Antimagic! (Madness (Adventure) difficulty)
			Completed antimagic training in the Ziguranth camp.By Missile the Cornac Adventurer level 21
41st Dusk 122nd year of Ascendancy at 06:34 see stats
			Earth Master (Madness (Adventure) difficulty)
			Killed Harkor'Zun.By Missile the Cornac Adventurer level 30
65th Dusk 122nd year of Ascendancy at 05:34 see stats
			Exterminator (Madness (Adventure) difficulty)
			Killed 1000 creatures.By Missile the Cornac Adventurer level 23
49th Dusk 122nd year of Ascendancy at 02:53 see stats
			Eye of the storm (Madness (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Missile the Cornac Adventurer level 32
18th Haze 122nd year of Ascendancy at 03:02 see stats
			Home sweet home (Madness (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Missile the Cornac Adventurer level 32
73rd Dusk 122nd year of Ascendancy at 11:45 see stats
			Huge Appetite (Madness (Adventure) difficulty)
			Ate 20 bosses.By Missile the Cornac Adventurer level 27
56th Dusk 122nd year of Ascendancy at 11:47 see stats
			Level 10 (Madness (Adventure) difficulty)
			Got a character to level 10.By Missile the Cornac Adventurer level 10
2nd Summertide 122nd year of Ascendancy at 11:37 see stats
			Level 20 (Madness (Adventure) difficulty)
			Got a character to level 20.By Missile the Cornac Adventurer level 20
29th Dusk 122nd year of Ascendancy at 19:44 see stats
			Level 30 (Madness (Adventure) difficulty)
			Got a character to level 30.By Missile the Cornac Adventurer level 30
65th Dusk 122nd year of Ascendancy at 00:16 see stats
			Size matters (Madness (Adventure) difficulty)
			Did over 600 damage in one attack.By Missile the Cornac Adventurer level 27
56th Dusk 122nd year of Ascendancy at 11:47 see stats
			The Arena (Madness (Adventure) difficulty)
			Unlocked Arena mode.By Missile the Cornac Adventurer level 10
2nd Flare 122nd year of Ascendancy at 19:34 see stats
			The secret city (Madness (Adventure) difficulty)
			Discovered the truth about mages.By Missile the Cornac Adventurer level 13
1st Dusk 122nd year of Ascendancy at 18:04 see stats
			Treasure Hoarder (Madness (Adventure) difficulty)
			Amassed 3000 gold pieces.By Missile the Cornac Adventurer level 25
51st Dusk 122nd year of Ascendancy at 06:27 see stats
			Treasure Hunter (Madness (Adventure) difficulty)
			Amassed 1000 gold pieces.By Missile the Cornac Adventurer level 17
14th Dusk 122nd year of Ascendancy at 14:02 see stats
Log
Melee retaliation hits Minotaur for 4 lightning, 2 light, 5 mind, 3 nature (16 total damage).
Minotaur hits Missile for (41 deflected), 28 to psi, 94 physical (123 total damage).
Gynor the corrupted dendritic hemospinner shoves Corrupted acidic digestor aside.
Missile shares damage with her oozes!
Missile converts some damage to Psi!
Corrupted acidic digestor's acid area effect hits Minotaur for 72 acid damage.
Corrupted acidic digestor's acid area effect hits Missile for 10 to psi, 34 acid (44 total damage).
Corrupted acidic digestor's acid area effect hits War hound for 72 acid damage.
Corrupted acidic digestor's acid area effect hits Corrupted acidic digestor for 72 acid damage.
Gynor the corrupted dendritic hemospinner's Eyal's Wrath hits Missile for 17 to psi, 58 nature (76 total damage).
Gynor the corrupted dendritic hemospinner's Eyal's Wrath hits Bloated ooze for 206 nature damage.
War hound hits Missile for 65 to psi, 221 physical (287 total damage).
Melee retaliation hits War hound for 4 lightning, 3 light, 4 mind, 2 nature (15 total damage).
Gynor the corrupted dendritic hemospinner's Eyal's Wrath killed Bloated ooze!
Missile's Beyond the Flesh misses War hound.
Missile's mind surges with critical power!
Missile uses Poison Strike.
Corrupted acidic digestor is poisoned!
Mindrot hits Minotaur for 13 mind, 21 darkness (34 total damage).
Mindrot hits Gynor the corrupted dendritic hemospinner for 23 mind, 15 darkness (39 total damage).
Mindrot hits War hound for 13 mind, 21 darkness (34 total damage).
Mindrot hits Corrupted acidic digestor for 26 mind, 63 nature, 21 darkness (111 total damage).
Minotaur uses Stunning Blow.
Minotaur performs a melee critical strike against Missile!
You have deflected 45 incoming damage!
Missile is stunned!
Missile converts some damage to Psi!
Melee retaliation hits Minotaur for 4 lightning, 2 light, 4 mind, 2 nature (13 total damage).
Minotaur hits Missile for (45 deflected), 88 to psi, 299 physical (388 total damage).
Missile the level 33 cornac adventurer was battered to death by a minotaur on level 1 of The Godfeaster.








































































































































