











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them.  Press  Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. 
 
 
 
 
 
 
 
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game:  :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect: 
 Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents: 
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
 Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 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:
 Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by  Codefly  
 DescriptionThis addon replaces ToME's floating combat text: 
 Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat. 
 Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game: 
 Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Alchemist | 
| Level / Exp | 32 / 13% | 
| Size | medium | 
| Lifes / Deaths | Killed by golem (servant of Toea) at level 32 on the 55th Regrowth 123rd year of Ascendancy at 07:21/ 1 | 
Primary Stats
| Strength | 10 (base 10) | 
| Dexterity | 17 (base 10) | 
| Constitution | 16 (base 16) | 
| Magic | 65 (base 60) | 
| Willpower | 24 (base 11) | 
| Cunning | 67 (base 55) | 
Resources
| Life | -13/600 | 
| Mana | 201/429 | 
| Healing Factor | 1.2845771506545 | 
| Regeneration | 17.020647246172 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 5 | 
| See Stealth | 38.121266583007 | 
| See Invisible | 49.121266583007 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 26 | 
| Accuracy | 11 | 
| Crit Chance | 22% | 
| APR | 12 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 60 | 
| Crit Chance | 45% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 31 | 
| Crit Chance | 18% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +17% | 
| Arcane | +25% | 
| Mind | +6% | 
| All | 0% | 
| Lightning | +31% | 
| Light | +10% | 
| Temporal | +18% | 
| Cold | +31% | 
| Fire | +81% | 
| Nature | +12% | 
Offense: Damage Penetration
| Nature | +35% | 
| Lightning | +35% | 
| Mind | +40% | 
| All | +25% | 
Defense: Base
| Armour (hardiness) | 18 (35.65183292883%) | 
| Defense | 57 | 
| Ranged Defense | 57 | 
| Fatigue | 0 | 
| Physical Save | 36 | 
| Spell Save | 40 | 
| Mental Save | 41 | 
Defense: Resistances
| Acid | + 33%( 70%) | 
| Blight | + 33%( 70%) | 
| Cold | + 57%( 70%) | 
| All | + 16%( 70%) | 
| Lightning | + 46%( 70%) | 
| Light | + 49%( 70%) | 
| Mind | + 29%( 70%) | 
| Darkness | + 31%( 70%) | 
| Fire | + 70%( 70%) | 
| Nature | + 54%( 70%) | 
Defense: Immunities
| Stun Resistance | 94% | 
| Confusion Resistance | 42% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 20% | 
| Silence Resistance | 65% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 271 damage for 4 turns. Its effects scale with your Constitution stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 47 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 Strength stat. | 
| Runes | Effective talent level: 1.0Rune: Dissipation Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. | 
| Infusions | Effective talent level: 1.0Infusion: Movement 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 increase movement speed by 616% 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 Magic stat. | 
Class Talents
| Spell / Advanced-golemancy | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Fire alchemy | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Spell / Frost alchemy | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Spell / Explosive admixtures | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Spell / Golemancy | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Acid alchemy | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Spell / Staff combat | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Stone alchemy | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave | active | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell.Escort: lone alchemist (level 1 of Dreadfell) As a reward you improved talent Stone Touch (+1 level(s)). | done | 
| You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell.Escort: lost defiler (level 2 of Dreadfell) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest.Escort: lost sun paladin (level 2 of Old Forest) As a reward you improved talent Chant of Fortitude (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Daikara.Escort: lost warrior (level 2 of Daikara) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest.Escort: lost warrior (level 3 of Old Forest) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You failed to protect the repented thief from death by Geyata the polar bear.Escort: repented thief (level 1 of Old Forest) | failed | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 Possessed. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Ungrol 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. * You've found the needed pouch of bone giant dust. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 3 lumberjacks have died. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
Equipment
| On feet |  pair of hardened leather boots 'Bilerazor' (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Damage +3% mind +18% temporal Ignore resists +10% nature On-Hit (Melee): * 20% chance to slow global speed by 47% * 20% chance to reduce all saves and defense by 21 defense ------ Armor +3 Resistance +6% mind +12% nature Silence Resist +35% Confus Resist +32% Stun Resist +34% A pair of boots made of leather. | 
| Quiver |  151 alchemist ruby 0.0 Encumbrance T4 red alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. | 
| Light source |  Summertide Phial 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
| On head |  Crown of Burning Pain (13 def, 0 armour) =fire= 4.0 Encumbrance T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil offense ------ Damage +35% fire defense ------ Defense +13 (+4 eff.) Fatigue +4% Resistance +35% fire Meteor Rain: Effective talent level: 2.0 Power cost 15 out of 50/50. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 119.17 fire and 65.84 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. | 
| Tool |  supercharged yew wand of conjuration [power 310]  (12 cooldown) 2.0 Encumbrance T3 wand charm [Ego] Arcane Fire a magical bolt dealing 406 lightning damage Puts all charms on 12 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| On fingers |  gold quartz ring 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Cun offense ------ Damage +12% nature +14% fire defense ------ Defense +12 (+3 eff.) Resistance +12% cold +28% fire +33% nature +3% darkness Spell save +3 (+1 eff.) Stun Resist +30% Rings make your fingers look great! | 
| On fingers |  gold quartz ring 0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Life +61.00 Life Regen +13.00 Healmod +13% Stun Resist +30% Rings make your fingers look great! | 
| Around waist |  hardened leather belt 'Cracklequench' 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: offense ------ Damage +6% lightning +9% blight Ignore resists +10% lightning defense ------ Armor +13 Defense +16 (+4 eff.) Resistance +11% blight +6% lightning Physical save +29 (+11 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
| In main hand |  Shadowreeve (25-30 power, 5 apr, fire element) 5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +17% Critical power +37.00% Spellpower +24 (+6 eff.) On-Hit 27 fire Damage +25% lightning +25% cold +25% arcane +25% fire defense ------ Resistance +9% mind +6% darkness other ------- Max positive +5.00 Max negative +5.00 See Invisibility +11 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
| On hands |  Lisussra (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +4 Wil offense ------ Critical power +10.00% Spellpower/crit +4 On-Hit 6 cold Damage +3% mind +6% cold Ignore resists +15% mind Ignore Shields +30% defense ------ Armor +2 Fatigue +3% Resistance +7% cold 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. | 
| Main armor |  dispeller's silk robe of Linaniil (0 def, 0 armour) 2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: offense ------ Spell Crit +10% Spellpower +23 (+6 eff.) defense ------ Resistance +9% lightning +9% darkness +6% light +9% blight +7% fire +9% cold +13% all Physical save +14 (+6 eff.) Spell save +26 (+8 eff.) Mind save +10 (+4 eff.) other ------- Mana/turn +0.34 Max mana +42.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak |  Wind's Whisper (4 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex defense ------ Defense +4 (+1 eff.) Deflect Projectile +25% Slow Projectiles +20% Silence Resist +30% Evasion: (Instant) Effective talent level: 2.0 Power cost 30 out of 50/50. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 17% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. | 
| Around neck |  gold amulet 'Yarekan' 0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +4 Dex +3 Wil offense ------ Critical power +15.00% Spellpower +9 (+2 eff.) Damage +8% blight +7% fire defense ------ Resistance +3% light Mind save +9 (+3 eff.) Poison Resist +20% Amulets make your neck look great! | 
Inventory
|  Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18) 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. | 
|  healing infusion (heal 44; cd 14) 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 44 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  movement infusion (speed 493%; cd 14) 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 493% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  regeneration infusion (heal 111; 16 cd) 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 111 life over 5 turns. 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 wizard (heal 507; 16 cd) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 507 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the psychic (res 24%; magical, mental; dur 2; cd 10) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. | 
|  wild infusion of the sneak (res 33%; magical, physical; dur 3; cd 12) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. | 
|  wild infusion of the titan (res 22%; mental; dur 3; cd 10) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Rune of the Rift (246.00 temporal damage, removed from time 4 turns) 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 290.28 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  acid wave rune of the warrior (damage 103; dur 4; cd 17) 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 103.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  biting gale rune (damage 71; dur 4; cd 18) 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 70.74 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  blink rune (range 5; phase 12; cd 14) 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  blink rune (range 5; phase 18; cd 19) 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  blink rune (range 6; phase 19; cd 11) 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 6 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  blink rune (range 5; phase 20; cd 17) 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  blink rune of the wizard (range 5; phase 19; cd 12) 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. 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. | 
|  blink rune of the wizard (range 6; phase 22; cd 17) 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. 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. | 
|  ethereal rune (power 13; resist 10%; move 36%; dur 5; cd 17) 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 10% all resistance, you move 36% faster, and you are invisible (power 13). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune (absorb 55; cd 12) 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 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 55 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune (absorb 111; dur 5; cd 18) 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 111 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  stormshield rune of the warrior (threshold 39; blocks 3; dur 4; cd 12) 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 39 up to 3 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  stormshield rune of the wizard (threshold 60; blocks 4; dur 4; cd 16) 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 60 up to 4 times. 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. | 
|  teleportation rune (range 23; cd 19) 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 23 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Fanged Collar 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+6 eff.) Spell save +15 (+5 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. | 
|  grounding gold amulet of healing 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +13% lightning Healmod +18% Cut Resist +50% Stun Resist +27% Heal: Puts all charms on 21 turn cooldown Effective talent level: 1.0 Power cost 21 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 157 life. The life healed will increase with your Mindpower. Amulets make your neck look great! | 
|  serendipitous steel amulet of dexterity (+7) 0.1 Encumbrance T2 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck +6 Dex offense ------ Accuracy +8 (+8 eff.) defense ------ Defense +8 (+2 eff.) Resist unseen 12% Amulets make your neck look great! | 
|  Manentir the gold ring 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun defense ------ Armor +16 Crit Resistance 10.00% Physical save +15 (+6 eff.) Mind save +5 (+2 eff.) Confus Resist +31% other ------- Infravision +3 Rings make your fingers look great! | 
|  Wheel of Fate 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +7 Str +6 Mag +5 Cun +9 Con offense ------ Physical Power +12 (+11 eff.) Spellpower +7 (+2 eff.) Damage +9% physical +17% cold When Hit 10 physical defense ------ Defense +5 (+1 eff.) Resistance +2% physical +34% cold 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? | 
|  Xerotha the Icereeve 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: offense ------ Ignore resists +10% light +5% cold defense ------ Resistance +15% mind +15% cold Mind save +11 (+4 eff.) Confus Resist +26% Rings make your fingers look great! | 
|  gold ring 'Breezemaster' 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Mind Crit +4% Mindpower +10 (+5 eff.) Ignore resists +20% nature defense ------ Resistance +1% physical Life Regen +3.00 Stun Resist +38% other ------- Psi when Hit +0.16 Rings make your fingers look great! | 
|  gold ring 'Camohir' 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +3 Cun offense ------ Ignore resists +15% temporal When Hit 4 mind defense ------ Fatigue -6% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Encumbrance +25 Psi when Hit +0.04 Hate-on-crit +4.00 Rings make your fingers look great! | 
|  mule's gold ring of clarity 0.1 Encumbrance T3 ring jewelry [Ego] Master/Psionic While equipped: defense ------ Fatigue -6% Mind save +10 (+4 eff.) Confus Resist +26% other ------- Encumbrance +20 Rings make your fingers look great! | 
|  mule's gold ring of pilfering 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+8 eff.) Ignore Armor +10 defense ------ Defense +12 (+3 eff.) Fatigue -6% other ------- Encumbrance +20 Disengage: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  steel ring 'Eilinibeth' =unlife= 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +2 Cun +2 Wil offense ------ Ignore Armor +2 defense ------ Fatigue -5% Unlife -60.00 life other ------- Encumbrance +22 Infravision +2 See Invisibility +3 Rings make your fingers look great! | 
|  titan's copper ring of frost (+20%) 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +10% cold defense ------ Resistance +20% cold Physical save +4 (+2 eff.) Rings make your fingers look great! | 
|  elemental dwarven-steel battleaxe (33-50 power, 2 apr) 3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Arcane Weapon Damage 33.0 - 49.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Hit: * Create an explosion dealing 100 cold damage (1/turn) While equipped: offense ------ Damage +13% cold Ignore resists +19% cold Massive two-handed battleaxes. | 
|  elemental dwarven-steel dagger of corruption (21-27 power, 7 apr) 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego++] Arcane Weapon Damage 21.0 - 27.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: 20% Curse of Impotence level 3 On Hit: * Create an explosion dealing 100 lightning damage (1/turn) While equipped: offense ------ Damage +10% lightning Ignore resists +5% lightning Sharp, short and deadly. | 
|  steel dagger 'Zarach' (22-29 power, 6 apr) 1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 22.0 - 28.6 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +12 mind While equipped: Stats +3 Mag +2 Wil +4 Con offense ------ Spell Crit +4% Spellpower/crit +4 defense ------ Resistance +12% mind Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +2 Sharp, short and deadly. | 
|  stralite dagger of corruption (27-35 power, 9 apr) 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: 20% Curse of Defenselessness level 4 Sharp, short and deadly. | 
|  stralite dagger of disruption (31-40 power, 9 apr) 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego+] Disrupt Weapon Damage 31.0 - 40.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% Damage Against +13% Unnatural On 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% Sharp, short and deadly. | 
|  truestriking dwarven-steel greatmaul of massacre (50-74 power, 2 apr) 5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Master Weapon Damage 49.5 - 74.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Ignore resists +10% physical Accuracy +16 (+12 eff.) Ignore Armor +12 Massive two-handed mauls. | 
|  plaguebringer's stralite greatsword of enduring (50-79 power, 3 apr) 3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego++] Arcane/Nature Weapon Damage 49.5 - 79.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +10 blight On Hit: 20% Epidemic level 4 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 28 While equipped: Stats +13 Con +13 Wil defense ------ Life +63.00 Disease Resist +22% Massive two-handed swords. | 
|  stormbringer's stralite greatsword of evisceration (47-75 power, 3 apr) 3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego++] Nature/Master Weapon Damage 47.0 - 75.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +7 lightning +19 cold On Critical: * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +7 (+7 eff.) Move Speed +43% Ignore resists +27% lightning +13% cold Massive two-handed swords. | 
|  truestriking stralite greatsword of crippling (48-78 power, 3 apr) 3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego++] Master Weapon Damage 48.5 - 77.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +13.0% Ignore resists +12% physical Accuracy +16 (+12 eff.) Ignore Armor +13 Massive two-handed swords. | 
|  Flamesteel 4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +16 lightning +20 fire On-Hit, radius 1 +8 lightning +12 fire While equipped: Stats +9 Dex offense ------ Ignore resists +10% cold +12% physical defense ------ Resistance +27% fire Longbows are used to shoot arrows at your foes. | 
|  Crackleminister the steel longsword (15-21 power, 3 apr) 3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Rare] Master Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +8 mind While equipped: offense ------ Damage +6% lightning Accuracy +8 (+8 eff.) defense ------ Armor +16 Defense +9 (+3 eff.) Resistance +6% acid +12% darkness +6% lightning Silence Resist +20% Disarm Resist +26% Sharp, long, and deadly. | 
|  stralite longsword of corruption (32-45 power, 5 apr) 3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Ego+] Arcane Weapon Damage 32.0 - 44.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Hit: 20% Curse of Vulnerability level 4 Sharp, long, and deadly. | 
|  stralite longsword of torment (32-46 power, 5 apr) 3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Ego+] Psionic Weapon Damage 32.5 - 45.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, long, and deadly. | 
|  Seeds of the Black Tree (17-19 power, 27 apr, darkness damage) 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 28 [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+3 eff.) Mindpower +12 (+6 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. | 
|  gifted thorny mindstar of gales (8-8 power, 24 apr, mind damage) 3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +10 (+5 eff.) Damage +7% lightning +9% cold +7% physical defense ------ Defense +9 (+3 eff.) Pinning Resist +21% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  Dazzletickler (25-30 power, 5 apr, cold element) 5.0 Encumbrance T4 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +12 Con offense ------ Physical Crit +7.0% Spell Crit +7% Physical Power +12 (+11 eff.) Spellpower +31 (+8 eff.) Damage +3% light +25% cold Ignore resists +15% light Accuracy +9 (+8 eff.) When Hit 6 light defense ------ Life Regen +2.80 Healmod +26% other ------- Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Unrerand the Shimmermoon (19-23 power, 3 apr, fire element) 5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +29 (+7 eff.) Spellpower/crit +8 Damage +19% fire Ignore resists +25% lightning +15% cold +15% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  magelord's ash magestaff of warding (15-18 power, 3 apr, arcane element) 5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +2% Spellpower +11 (+3 eff.) On-Hit 20 arcane Damage +15% arcane defense ------ Armor +5 Defense +5 (+1 eff.) other ------- Max mana +20.00 Wards +2 arcane Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  potent elven-wood magestaff of greater warding (31-37 power, 5 apr, cold element) 5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 31.0 - 37.2 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +15 (+4 eff.) Damage +31% cold defense ------ Armor +10 Defense +8 (+2 eff.) other ------- Wards +3 cold Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Singestalker the dwarven-steel waraxe (18-24 power, 4 apr) 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +20 physical On-crit, radius 2 +16 fire While equipped: Stats +3 Con +4 Wil offense ------ Physical Crit +2.0% Ignore resists +11% all Accuracy +13 (+10 eff.) Ignore Armor +11 defense ------ Resistance +4% physical One-handed war axes. | 
|  chilling stralite waraxe of daylight (30-43 power, 5 apr) 3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego] Arcane Weapon Damage 30.5 - 42.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +10 light +14 cold Damage Against +13% Undead One-handed war axes. | 
|  dwarven-steel waraxe of rage (20-27 power, 4 apr) 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Str offense ------ Damage +7% physical Accuracy +9 (+8 eff.) One-handed war axes. | 
|  Lightvile (7 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: offense ------ Damage +9% light defense ------ Defense +7 (+2 eff.) Resistance +6% fire +3% mind +3% physical Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Unlife -60.00 life Confus Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Ravenrupture the cashmere cloak (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +5 Wil +2 Mag offense ------ Physical Crit +3.0% Physical Power +4 (+4 eff.) Damage +6% darkness Ignore resists +20% blight When Hit 10 arcane 4 darkness defense ------ Defense +2 (+0 eff.) Fatigue -4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  linen cloak of the voidstalker (1 def, 0 armour) =oop= 2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +1 (+0 eff.) Resistance +11% darkness +11% temporal Out-of-Phase Defense +11 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  dreamer's woollen robe of fire (+11%) (0 def, 0 armour) 2.0 Encumbrance T2 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Damage +14% fire defense ------ Resistance +14% darkness +21% fire +11% mind +9% all Physical save +11 (+5 eff.) Spell save +11 (+3 eff.) Mind save +21 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Eden's Guile (2 def, 1 armour) =speed= 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 54% (based on Cunning). Uses 30 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. | 
|  Frost Treads (1 def, 4 armour) 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. | 
|  blood-soaked pair of dwarven-steel boots of rushing (0 def, 4 armour) 3.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +2 Str +3 Con offense ------ Physical Crit +3.0% Physical Power +4 (+4 eff.) Ignore Armor +5 defense ------ Armor +4 Fatigue +3% Rush: Puts all charms on 15 turn cooldown Effective talent level: 1.0 Power cost 15 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  insulating pair of dwarven-steel boots of massiveness (0 def, 4 armour) 3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +5 Str +5 Con offense ------ Damage +5% physical defense ------ Armor +4 Fatigue +3% Resistance +5% fire +7% cold other ------- Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  brawler's drakeskin leather gloves (0 def, 3 armour) 1.0 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +3 Str +3 Dex +4 Cun defense ------ Armor +3 Physical save +10 (+4 eff.) other ------- Cooldown Double Strike -1 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. | 
|  cinder voratun gauntlets of the verdant (0 def, 3 armour) 1.5 Encumbrance T4 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ On-Hit 11 fire Damage +7% fire defense ------ Armor +3 Fatigue +5% Resistance +7% blight +7% fire +8% darkness +5% arcane Affinity +9% nature Spell save +13 (+4 eff.) other ------- Masteries +0.20 Wild-gift/Antimagic 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. | 
|  dwarven-steel gauntlets 'Singewedge' (0 def, 10 armour) 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 11 physical Damage +6% light +7% physical Ignore resists +25% fire When Hit 4 fire defense ------ Armor +10 Fatigue +3% Resistance +12% light +21% fire 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. | 
|  hardened leather gloves 'Cracklewoe' (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Dex offense ------ Damage +12% lightning +3% blight Ignore resists +20% lightning +25% mind Accuracy +18 (+13 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 defense ------ Armor +2 Resistance +9% lightning 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. | 
|  scouring drakeskin leather gloves of the juggernaut (0 def, 3 armour) 1.0 Encumbrance T4 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Con offense ------ When Hit: * 26 arcane resource burn defense ------ Armor +3 Physical save +13 (+5 eff.) Spell save +17 (+5 eff.) Mind save +4 (+2 eff.) Disarm Resist +31% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 18 turn cooldown Effective talent level: 2.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  spellstreaming dwarven-steel gauntlets of the iron hand (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +4 Wil +3 Con offense ------ Spell Crit +5% Spellpower +7 (+2 eff.) defense ------ Armor +2 Fatigue +3% Disarm Resist +28% other ------- Mana/turn +0.20 Masteries +0.20 Technique/Grappling 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. | 
|  spellwoven cashmere wizard hat of nature (+18%) (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Ego] Arcane/Nature While equipped: offense ------ Spell Crit +4% Spellpower +3 (+1 eff.) Damage +12% nature defense ------ Defense +2 (+0 eff.) Resistance +18% nature other ------- Mana/turn +0.15 A pointy cloth hat, very wizardly... | 
|  stabilizing cashmere wizard hat of the Brotherhood (2 def, 0 armour) =arcane eye= 2.0 Encumbrance T3 head armor [Ego+] Arcane/Master While equipped: Stats +1 Mag +2 Wil +1 Con offense ------ Damage +8% arcane defense ------ Defense +2 (+0 eff.) Physical save +7 (+3 eff.) Arcane Eye: (Instant) Puts all charms on 6 turn cooldown Effective talent level: 5.0 Power cost 6 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 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. A pointy cloth hat, very wizardly... | 
|  radiant dwarven-steel mail armour of delving (3 def, 8 armour) 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego++] Nature/Master While equipped: Stats +6 Str +3 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +13% blight +8% physical +28% darkness other ------- Light +3 Track: Puts all charms on 18 turn cooldown Effective talent level: 2.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. | 
|  duelist's hardened leather armour of acid resistance (13 def, 10 armour) 9.0 Encumbrance T3 light armor Reqs Str 16 [Ego+] Master While equipped: Stats +5 Cun +5 Dex defense ------ Armor +10 Defense +13 (+4 eff.) Fatigue +8% Resistance +17% acid A suit of armour made of leather. | 
|  stralite plate armour of the dragon (0 def, 13 armour) 17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 48 [Ego+] Nature While equipped: defense ------ Armor +13 Fatigue +22% Resistance +8% acid +10% physical +10% fire +9% lightning +6% cold Disarm Resist +25% Stun Resist +22% Knockbk Resist +20% other ------- Cooldown Rush -5 A suit of armour made of metal plates. | 
|  barbed quiver of elven-wood arrows of wind (18/18, 53-74 power, 14 apr) 3.0 Encumbrance T4 arrow ammo Reqs Dex 35 [Ego+] Nature/Master Weapon Damage 53.0 - 74.2 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +14.5% Capacity 18 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 15 physical damage On Critical: * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. | 
|  chilling quiver of ash arrows of torment (20/20, 24-33 power, 7 apr) 3.0 Encumbrance T2 arrow ammo [Ego+] Arcane/Psionic Weapon Damage 23.5 - 32.9 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 20 On-ranged-hit +11 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. | 
|  chilling quiver of elven-wood arrows of corruption (22/22, 44-62 power, 14 apr) 3.0 Encumbrance T4 arrow ammo Reqs Dex 35 [Ego+] Arcane Weapon Damage 44.0 - 61.6 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 22 On-ranged-hit +14 cold On Hit: 20% Curse of Impotence level 4 Arrows are used with bows to pierce your foes to death. | 
|  10 agate 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  190 alchemist agate 0.0 Encumbrance 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. | 
|  44 alchemist onyx 0.0 Encumbrance T3 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. | 
|  13 onyx 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  106 alchemist opal 0.0 Encumbrance T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. | 
|  33 aquamarine 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  23 lapis lazuli 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  24 opal 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  5 sapphire 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  43 topaz 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Tooth of the Mouth (dig speed 12 turns) 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
|  Mummified Egg-sac of Ungolë 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 48 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. | 
|  Rungof's Fang 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  32 emerald 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  7 jade 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  10 spinel 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  6 turquoise 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+9 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+9 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Daycrypt =hp= 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Mind Crit +3% On-Hit (Melee): * 10% chance to reduce all saves and defense by 21 defense ------ Resistance +3% light Mind save +9 (+3 eff.) Life +43.00 other ------- Max hate +6.00 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. | 
|  Umbraphage 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+5 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+4 eff.) other ------- 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 108.00 darkness damage (based on Mindpower and charge). Uses 6 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. | 
|  bright alchemist's lamp of health 1.0 Encumbrance T3 lite [Ego] Nature/Master While equipped: defense ------ Life +60.00 other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Crystal Focus 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. | 
|  Scrying Orb 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  22 garnet 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  2 ruby 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Gwai's Burninator 2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 778.30 fire damage (based on Magic). Uses 30 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. | 
|  Rod of Annulment (1/1) =annul= 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 18 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. | 
|  Rod of Recall (3/3) 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Scorchsmasher [power 270]  (9 cooldown) =Silence= 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +4 Cun offense ------ Critical power +20.00% Damage +6% lightning +3% fire Ignore resists +10% mind defense ------ Resistance +9% fire other ------- EQ when Hit +0.08 Blast the opponent's mind dealing 286 mind damage and silencing them for 4 turns Puts all charms on 9 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. | 
|  dwarven-steel torque of gale force 'Bokazor' [power 235]  (9 cooldown) 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: defense ------ Resistance +12% cold Mind save +12 (+4 eff.) Life +20.00 Disease Resist +20% Stun Resist +20% Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 235 physical damage Puts all charms on 9 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. | 
|  powerful steel torque of clear mind [power 2]  (15 cooldown) 2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  Morningraptor the ash totem of healing [power 194]  (9 cooldown) =spellpower= 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Spellpower +30 (+7 eff.) Spellpower/crit +10 When Hit 4 blight On-Hit (Melee): * 10% chance to reduce all saves and defense by 21 defense ------ Resistance +6% light other ------- Vim-on-crit +2.00 Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 9 turn cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  ash totem of stinging [power 182]  (9 cooldown) =sting= 2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 204 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 turn cooldown Natural totems are made by powerful wilders to store nature power. | 
|  cleansing yew totem of healing [power 230]  (9 cooldown) =heal= 2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 9 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. | 
|  82 alchemist amethyst 0.0 Encumbrance T2 violet alchemist-gem [Normal] When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. | 
|  32 amethyst 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  overpowered ash wand of lightning storm [power 296]  (14 cooldown) 2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 77 lightning damage and will be dazed for 1 turn (387 total damage) Puts all charms on 14 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Burning Star 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 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. | 
|  moonstone 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  18 quartz 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  41 alchemist ametrine 0.0 Encumbrance T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. | 
|  4 amber 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  11 ametrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  11 citrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  9 zircon 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Toea the Cornac Alchemist level 9
7th Flare 122nd year of Ascendancy at 04:42 see stats
 Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Toea the Cornac Alchemist level 24
61st Haze 122nd year of Ascendancy at 02:16 see stats
 Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Toea the Cornac Alchemist level 27
5th Decay 122nd year of Ascendancy at 22:16 see stats
 Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Toea the Cornac Alchemist level 10
4th Dusk 122nd year of Ascendancy at 13:11 see stats
 Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Toea the Cornac Alchemist level 20
51st Haze 122nd year of Ascendancy at 02:16 see stats
 Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By Toea the Cornac Alchemist level 30
7th Regrowth 123rd year of Ascendancy at 12:45 see stats
 Shasshhiy'Kaish (Insane (Roguelike) difficulty)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.
			Shasshhiy'Kaish (Insane (Roguelike) difficulty)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Toea the Cornac Alchemist level 30
14th Regrowth 123rd year of Ascendancy at 04:21 see stats
 Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Toea the Cornac Alchemist level 16
66th Dusk 122nd year of Ascendancy at 20:44 see stats
 Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Toea the Cornac Alchemist level 14
65th Dusk 122nd year of Ascendancy at 10:32 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Toea the Cornac Alchemist level 8
3rd Mirth 122nd year of Ascendancy at 20:15 see stats
 The Right thing to do (Insane (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Insane (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Toea the Cornac Alchemist level 28
10th Allure 123rd year of Ascendancy at 05:19 see stats
 The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Toea the Cornac Alchemist level 8
8th Mirth 122nd year of Ascendancy at 06:25 see stats
 Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Toea the Cornac Alchemist level 29
4th Regrowth 123rd year of Ascendancy at 20:34 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Toea the Cornac Alchemist level 18
35th Haze 122nd year of Ascendancy at 23:10 see stats
Log
Shadow casts Shadow Lightning.
golem (servant of Toea) reflects damage back to Shadow!
Shadow hits golem (servant of Toea) for 56 lightning damage.
golem (servant of Toea) hits Shadow for 15 lightning damage.
Burning from Golem (servant of Toea) hits Shadow for 7 fire damage.
Poludhena the Guardian's corrosive nature intensifies!
golem (servant of Toea) reflects damage back to Poludhena the Guardian!
Poludhena the Guardian's pinning nature area effect hits golem (servant of Toea) for 25 nature damage.
golem (servant of Toea) hits Poludhena the Guardian for 4 nature damage.
Golem (servant of Toea)'s fire burn area effect hits Shadow for (4 to ice), 6 fire (6 total damage).
Golem (servant of Toea)'s fire burn area effect hits Shadow for 11 fire damage.
Golem (servant of Toea)'s fire burn area effect hits Shadow for 11 fire damage.
Golem (servant of Toea)'s fire burn area effect hits Poludhena the Guardian for 4 fire damage.
Burning from Golem (servant of Toea) hits Poludhena the Guardian for 2 fire damage.
Shadow casts Shadow Lightning.
Shadow uses Dominate.
Golem (servant of Toea) has been dominated!
Shadow casts Fade.
Shadow fades!
golem (servant of Toea) reflects damage back to Shadow!
Shadow hits Iceblock for 180 lightning damage.
golem (servant of Toea) hits Shadow for 0 physical damage.
Burning from Golem (servant of Toea) hits Shadow for 8 fire damage.
Burning from Golem (servant of Toea) hits Shadow for (1 to ice), 2 fire (2 total damage).
Shadow hits golem (servant of Toea) for 79 physical damage.
Golem (servant of Toea) uses Self-destruction.
Shadow casts Fade.
Shadow fades!
Character control switched to Toea.
















































