











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog: 
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. 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 Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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: Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Restock All Stores 1.7.6Add menu item to restock all stores. Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. 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. 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:
 Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Werekracken's Stone Warden Race Unlock Fork 1.7.4This is a fork of Bnnuy's Stone Warden Race Unlock addon which removes the race lock from stone warden that prevents creation of non-dwarf stone wardens. As a side effect, if you play with multiple addons you should now see all of the talents from those available on adventurers and wanderers too. (This addon makes talents with the not_on_random_boss available to adventurers and wanderers. Use them at your own risk.) This addon overloads the adventurer and wilder classes, and superloads the WandererSeed mod dialog. https://github.com/Werekracken/tome-wkstone-warden-race-unlock 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 Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game:  :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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 | Insane Adventure | 
| Sex | Female | 
| Race | Ogre | 
| Class | Possessor | 
| Level / Exp | 17 / 12% | 
| Size | small | 
| Lifes / Deaths | Killed by Velyda the elven guard at level 10 on the 75th Haze 122nd year of Ascendancy at 19:223 / 2 Killed by Velarana the dreaming poison ivy at level 16 on the 8th Allure 123rd year of Ascendancy at 05:56 | 
Primary Stats
| Strength | 86.4532 (base 36) | 
| Dexterity | 57.4228 (base 12) | 
| Constitution | 12 (base 10) | 
| Magic | 12.4416 (base 10) | 
| Willpower | 46 (base 37) | 
| Cunning | 31.5496 (base 12) | 
Resources
| Life | 469/888 | 
| Stamina | 218/218 | 
| Psi | 179/210 | 
| Healing Factor | 1.3991526171258 | 
| Regeneration | 19.177771278407 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +50% | 
| Spell | 0% | 
| Global | +120% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| Infravision | 5 | 
| See Stealth | 27.111663244812 | 
| See Invisible | 27.111663244812 | 
Offense: Mainhand
| Damage | 129 | 
| Accuracy | 58 | 
| Crit Chance | 19% | 
| APR | 10 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 24 | 
| Accuracy | 54 | 
| Crit Chance | 24% | 
| APR | 18 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 12 | 
| Crit Chance | 18% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 29 | 
| Crit Chance | 20% | 
| Speed | 1 | 
Offense: Damage Bonus
| Physical | -27% | 
| Lightning | -26% | 
| Nature | -20% | 
| All | -30% | 
Offense: Damage Penetration
| Mind | +5% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | -9.0603385360649 (56.297102139833%) | 
| Defense | 42 | 
| Ranged Defense | 42 | 
| Fatigue | 5 | 
| Physical Save | 45 | 
| Spell Save | 38 | 
| Mental Save | 32 | 
Defense: Resistances
| Physical | + 2%( 70%) | 
| Lightning | + 21%( 70%) | 
| Nature | + 19%( 70%) | 
| Fire | + 16%( 70%) | 
| Cold | + 29%( 70%) | 
| Arcane | + 10%( 70%) | 
| Mind | + 3%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Stun Resistance | 12% | 
| Teleport Resistance | 16% | 
| Instadeath Resistance | 100% | 
| Disarm Resistance | 18% | 
| Pinning Resistance | 0% | 
| Poison Resistance | 40% | 
| Knockback Resistance | 32% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 50 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. | 
| Runes | Effective talent level: 1.0Rune: Blink Use mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. | 
Class Talents
| Psionic / Possession | 1.50 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Psionic / Psionic menace | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Battle psionics | 1.42 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Solipsism | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Psychic blows | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Ravenous mind | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Race / Ogre | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 6/5 | 
| 
 | 7/5 | 
| 
 | 5/5 | 
| Psionic / Mentalism | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Daunting Presence | 
| talent | Channel Pain | 
| talent | Force Shield | 
| detrimental effect | The target is on fire, taking 47.38 fire damage per turn.Burning | 
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 30% (based on size); also all damage procs from your offhand are reduced by 50%.Hit Penalty | 
| beneficial effect | You use the body of one of your fallen victims. You can not heal in this form.Assume Form | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave | active | 
| You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.Echoes of the Spellblaze There are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done | 
| You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves.Escort: worried loremaster (level 3 of Scintillating Caves) As a reward you improved Willpower by +5. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it?Hunt for the legendary Plumpkin! | active | 
| 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed orc heart. * You've found the needed skeleton mage skull. | 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 | 
Equipment
| On feet |  The Black Boots (2 def, 1 armour) 2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun offense ------ Move Speed +12% defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." | 
| Light source |  Xanimira 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Wil offense ------ Damage +3% physical Ignore Armor +3 defense ------ Resistance +2% physical Physical save +6 (+2 eff.) Healmod +12% other ------- 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. | 
| On head |  Poluserin (0 def, 5 armour) 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Dex offense ------ Critical power +5.00% Physical Power +15 (+3 eff.) Ignore resists +5% mind defense ------ Armor +5 Fatigue +5% other ------- Stamina/turn +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| On hands |  storm rough leather gloves of dexterity (+3) (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 5 lightning Damage +4% lightning Accuracy +10 (+2 eff.) defense ------ Armor +1 Resistance +6% 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. | 
| Tool |  Ivemina the elm wand of shielding [power 116]  (1/17 cooldown) 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +4 Str offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Resistance +3% mind other ------- Infravision +1 Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| On fingers |  mule's steel ring of power 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +6 (+4 eff.) Mindpower +5 (+2 eff.) defense ------ Fatigue -4% other ------- Encumbrance +24 Rings make your fingers look great! | 
| On fingers |  marksman's copper ring of perseverance 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+1 eff.) defense ------ Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! | 
| Around neck |  copper amulet of perfection (0.12 Psionic / Deep horror,0.12 Psionic / Battle psionics) 0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: other ------- Masteries +0.12 Psionic/Deep horror +0.12 Psionic/Battle psionics Amulets make your neck look great! | 
| In main hand |  Bill's Tree Trunk (30-51 power, 7 apr) 5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! | 
| Around waist |  Mighty Girdle 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. | 
| In off hand |  Serpent's Glare (7-8 power, 15 apr, nature damage) 3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 7 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 177.50 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. | 
| Cloak |  linen cloak 'Xiyassra' (16 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str +1 Dex +2 Con offense ------ Ignore Armor +1 On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +16 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Toregas the steel mail armour (2 def, 6 armour) 14.0 Encumbrance T2 heavy armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +5 Wil defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Mind save +10 (+5 eff.) Life +25.00 Life Regen +6.00 Healmod +26% Teleport Resist +20% other ------- Stamina/turn +0.50 A suit of armour made of mail. | 
Inventory
|  healing infusion of the warrior (heal 266; cd 15) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 266 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  shielding rune of the sneak (absorb 223; dur 3; cd 14) 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 223 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune of the wizard (absorb 99; dur 3; cd 18) 0.1 Encumbrance rune scroll [Ego] 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 99 damage for 3 turns. 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 of the titan (range 37; cd 10) 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 37 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Withering Orbs 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
|  cleansing steel amulet of mastery (0.10 Psionic / Psychic blows) 0.1 Encumbrance T2 amulet jewelry [Ego] Disrupt/Master While equipped: defense ------ Resistance +13% nature +13% blight Poison Resist +24% Disease Resist +20% other ------- Masteries +0.10 Psionic/Psychic blows Amulets make your neck look great! | 
|  insulating copper amulet 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% fire +13% cold Amulets make your neck look great! | 
|  steel amulet 'Zuboda' 0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Wil +3 Mag offense ------ Mindpower +6 (+2 eff.) Ignore resists +15% arcane +5% temporal defense ------ Fatigue -5% Resistance +5% arcane Mind save +5 (+2 eff.) Life Regen +1.00 Confus Resist +11% Amulets make your neck look great! | 
|  Chillbrace 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun offense ------ When Hit 10 cold On-Hit (Melee): * 10% chance to reduce all saves and defense by 20 defense ------ Defense +6 (+2 eff.) Resistance +6% temporal Spell save +9 (+4 eff.) Rings make your fingers look great! | 
|  Darkpower the steel ring 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: offense ------ Physical Power +6 (+1 eff.) Spellpower +5 (+3 eff.) Mindpower +6 (+2 eff.) defense ------ Resistance +6% darkness Physical save +6 (+2 eff.) Spell save +8 (+3 eff.) Mind save +14 (+7 eff.) Life Regen +2.00 Stun Resist +20% other ------- Hate-on-crit +2.00 Rings make your fingers look great! | 
|  copper ring of clarity 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +5 (+2 eff.) Confus Resist +21% Rings make your fingers look great! | 
|  rogue's steel ring of sensing 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Blind Resist +26% other ------- Infravision +3 See Stealth +8 See Invisibility +8 Rings make your fingers look great! | 
|  wizard's steel ring of sensing 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Blind Resist +20% other ------- Infravision +3 See Stealth +7 See Invisibility +8 Rings make your fingers look great! | 
|  hateful iron battleaxe (16-23 power, 1 apr) 3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Psionic Weapon Damage 15.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +9 darkness Damage Against +9% Living Massive two-handed battleaxes. | 
|  hateful steel battleaxe (20-31 power, 2 apr) 3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Psionic Weapon Damage 20.5 - 30.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +12 darkness Damage Against +9% Living Massive two-handed battleaxes. | 
|  hateful steel battleaxe (24-35 power, 2 apr) 3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Psionic Weapon Damage 23.5 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +7 darkness Damage Against +12% Living Massive two-handed battleaxes. | 
|  Beorakor the Hellswire (15-20 power, 12 apr) 1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 15.0 - 19.5 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +8.0% Attack Speed 100% Ignore Shields +10% On-hit +7 cold While equipped: offense ------ Ignore resists +5% physical Accuracy +6 (+1 eff.) defense ------ Defense +8 (+3 eff.) Resistance +3% fire Disarm Resist +25% Sharp, short and deadly. | 
|  Unerring Scalpel (15-20 power, 25 apr) 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+4 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. | 
|  balanced steel dagger (12-16 power, 6 apr) 1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +22% Sharp, short and deadly. | 
|  balanced steel dagger (12-16 power, 6 apr) 1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+1 eff.) defense ------ Defense +9 (+3 eff.) Disarm Resist +20% Sharp, short and deadly. | 
|  balanced steel dagger (12-16 power, 6 apr) 1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+1 eff.) defense ------ Defense +9 (+3 eff.) Disarm Resist +20% Sharp, short and deadly. | 
|  slime-covered iron dagger of massacre (16-21 power, 5 apr) 1.0 Encumbrance T1 dagger 1H weapon [Ego] Disrupt/Master Weapon Damage 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * 6% chance to slow global speed by 46% Sharp, short and deadly. | 
|  Brenustir the steel greatmaul (26-38 power, 2 apr) 5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 25.5 - 38.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 acid damage (1/turn) On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: offense ------ Damage +10% acid Ignore resists +12% acid +10% physical +5% temporal Accuracy +10 (+2 eff.) Ignore Armor +10 defense ------ Resistance +3% blight Physical save +9 (+3 eff.) Massive two-handed mauls. | 
|  Scabswift the steel greatmaul (30-46 power, 2 apr) 5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Nature/Master Weapon Damage 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +10 nature On-crit, radius 2 +8 fire While equipped: offense ------ Damage +6% nature Accuracy +19 (+4 eff.) defense ------ Defense +19 (+6 eff.) Resistance +6% nature Disarm Resist +69% Massive two-handed mauls. | 
|  Spellcrusher (32-48 power, 4 apr) 5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Nature/Disrupt Weapon Damage 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +4.0% Attack Speed 100% On-hit +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con offense ------ Damage +25% nature defense ------ Spell save +15 (+6 eff.) This large steel greatmaul has thick vines wrapped around the handle. | 
|  iron greatmaul 'Charclamor' (19-28 power, 1 apr) 5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Psionic Weapon Damage 19.0 - 28.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +4 fire +8 physical On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Damage +3% physical Accuracy +10 (+2 eff.) Massive two-handed mauls. | 
|  iron greatmaul of massacre (28-41 power, 1 apr) 5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Master Weapon Damage 27.5 - 41.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% Massive two-handed mauls. | 
|  Brightbiter (16-26 power, 1 apr) 3.0 Encumbrance T1 greatsword 2H weapon [Rare] Master Weapon Damage 16.5 - 26.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +8 fire While equipped: offense ------ Damage +3% fire Ignore resists +20% fire Accuracy +9 (+2 eff.) When Hit 2 darkness defense ------ Defense +9 (+3 eff.) Disarm Resist +28% Massive two-handed swords. | 
|  plaguebringer's iron greatsword of massacre (26-42 power, 1 apr) 3.0 Encumbrance T1 greatsword 2H weapon [Ego+] Arcane/Master Weapon Damage 26.5 - 42.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +9 blight On Hit: 20% Epidemic level 1 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 7 While equipped: defense ------ Disease Resist +15% Massive two-handed swords. | 
|  Surefire 4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Unique] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+2 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. | 
|  Vorywen 4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 While equipped: Stats +3 Str +1 Dex +3 Mag +2 Wil offense ------ Physical Power +9 (+2 eff.) defense ------ Resistance +5% arcane Longbows are used to shoot arrows at your foes. | 
|  slime-covered steel longsword of massacre (22-31 power, 3 apr) 3.0 Encumbrance T2 longsword 1H weapon [Ego] Disrupt/Master Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * 8% chance to slow global speed by 46% Sharp, long, and deadly. | 
|  Raventrail (4-5 power, 18 apr, mind damage) 3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +4 darkness +8 light On-Hit, radius 1 +8 darkness While equipped: Stats +3 Cun offense ------ Mind Crit +2% Critical power +7.00% Mindpower +4 (+1 eff.) Resonance +7% Damage +4% mind +6% darkness Ignore resists +4% mind defense ------ Resistance +5% lightning +7% fire +3% mind +7% cold other ------- Psi when Hit +0.70 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption 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. | 
|  resonating vined mindstar (6-7 power, 18 apr, nature damage) 3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Resonance +6% Damage +3% mind Ignore resists +3% mind defense ------ Resistance +2% mind other ------- Psi when Hit +0.60 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. | 
|  Borabar the Shockfury (10-12 power, 2 apr, physical element) 5.0 Encumbrance T1 staff 1H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Mind Crit +1% Spellpower +3 (+2 eff.) Damage +12% lightning +16% physical +6% mind defense ------ Armor +6 Resistance +2% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Frostpierce (10-12 power, 2 apr, cold element) 5.0 Encumbrance T1 staff 1H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+2 eff.) Damage +3% lightning +28% cold Ignore resists +10% cold defense ------ Resistance +6% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Growthmonster the elm magestaff (10-12 power, 2 apr, cold element) 5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+2 eff.) Damage +3% fire +10% cold Ignore resists +5% fire On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Resistance +6% nature other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Harugrim the Dawnravage (10-12 power, 2 apr, fire element) 5.0 Encumbrance T1 staff 1H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Dex +3 Mag +1 Wil offense ------ Spell Crit +1% Spellpower +3 (+2 eff.) Mindpower +5 (+2 eff.) Damage +10% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  hateful steel steamsaw of shrapnel (14-21 power, 0 apr) 3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Psionic/Steamtech Weapon Damage 14.0 - 21.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +26 On-hit +7 darkness Damage Against +5% Living Uses 1.0 Steam While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 207 physical damage over 5 turns (1/turn) defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  swashbuckler's steel steamsaw of mind resistance (+11%) (13-20 power, 0 apr) 3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Psionic/Steamtech Weapon Damage 13.0 - 19.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +20 Uses 1.0 Steam While equipped: Stats +2 Str +2 Dex offense ------ Accuracy +10 (+2 eff.) defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% Resistance +11% mind other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  steel waraxe 'Tulitir' (12-16 power, 3 apr) 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Nature/Disrupt/Master Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +8 nature On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Damage +3% mind When Hit 4 mind defense ------ Resistance +7% acid +8% lightning +6% blight +9% fire +7% cold +2% all Spell save +5 (+2 eff.) One-handed war axes. | 
|  thought-forged iron waraxe (11-15 power, 2 apr) 3.0 Encumbrance T1 waraxe 1H weapon [Ego] Psionic Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +5 mind On Hit: * 13% chance to reduce all saves and defense by 20 While equipped: Stats +2 Cun +1 Wil One-handed war axes. | 
|  Stormlash (17-19 power, 7 apr) 3.0 Encumbrance T1 whip 1H weapon [Unique] Arcane Weapon Damage 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 11.12 to 33.36 lightning damage (based on Magic and Dexterity). Uses 9 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. | 
|  Daimelakhad 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Accuracy +10 (+2 eff.) When Hit 4 physical defense ------ Armor +4 Resistance +6% lightning +6% temporal Pinning Resist +10% A belt that goes around your waist. | 
|  Iserana the Woekiss 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +4 Cun offense ------ Mind Crit +3% Damage +3% darkness +3% mind Ignore resists +5% fire defense ------ Life +33.00 A belt that goes around your waist. | 
|  rough leather belt 'Abyssbringer' 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Cun +2 Wil offense ------ When Hit 4 fire defense ------ Resistance +3% light Life +32.00 other ------- Psi when Hit +0.08 Max hate +2.00 A belt that goes around your waist. | 
|  rough leather belt of unlife 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
|  rough leather belt of unlife 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
|  enveloping linen cloak of Eldoral (7 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex defense ------ Defense +7 (+2 eff.) Physical save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  murderer's linen cloak of Iron Throne (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Ego+] Master While equipped: Stats +2 Str +1 Dex +2 Cun +1 Con offense ------ Accuracy +4 (+1 eff.) Ignore Armor +4 defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  thick linen cloak (1 def, 5 armour) 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Armor +5 Defense +1 (+0 eff.) Resistance +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Rags of the Sanctuary of Angolwen (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +3 Mag +2 Wil offense ------ Spellpower +6 (+4 eff.) Spellpower/crit +3 defense ------ Resistance +7% all Silence Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Silk Current (12 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+3 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+4 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. | 
|  Wildpython the linen robe (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: Stats +4 Dex +5 Mag +5 Wil +1 Con offense ------ Damage +3% nature Ignore resists +5% temporal On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Resistance +7% all Crit Resistance 10.00% other ------- Mana/turn +0.13 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Erelovor (0 def, 3 armour) 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Wil offense ------ Ignore resists +15% temporal When Hit 2 temporal defense ------ Armor +3 Mind save +3 (+1 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max hate +6.00 Max psi +10.00 Infravision +2 A pair of boots made of leather. | 
|  Hanydig (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Dex +1 Mag +1 Con +6 Lck offense ------ Damage +3% mind When Hit 6 mind defense ------ Armor +1 Resistance +5% arcane Stealth +6 A pair of boots made of leather. | 
|  Higorn the pair of iron boots (0 def, 3 armour) 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun +2 Con offense ------ Ignore resists +20% physical When Hit 2 physical defense ------ Armor +3 Fatigue +2% Resistance +5% arcane Crit Resistance 5.00% Physical save +11 (+4 eff.) Mind save +11 (+5 eff.) Blind Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Loamprophet (0 def, 3 armour) 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +4 Wil offense ------ Mind Crit +4% Spellpower +4 (+2 eff.) Mindpower +5 (+2 eff.) Damage +3% mind Ignore resists +5% mind On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Armor +3 Fatigue +2% 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 rough leather boots of tirelessness (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +6% fire +6% cold other ------- Stamina/turn +0.50 Max stamina +12.00 A pair of boots made of leather. | 
|  pair of iron boots 'Eclipsestriker' (3 def, 3 armour) 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Dex +1 Cun +1 Con offense ------ Damage +3% darkness +6% physical defense ------ Armor +3 Defense +3 (+1 eff.) Fatigue +2% Evasion: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Arynne the rough leather gloves (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Accuracy +6 (+1 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +1 Resistance +5% arcane +12% cold Physical save +6 (+2 eff.) Mind save +6 (+3 eff.) Disarm Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Sludgegrip (0 def, 0 armour) 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. | 
|  heroic dwarven-steel gauntlets of dexterity (+2) (0 def, 5 armour) 1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +2 Dex offense ------ Accuracy +10 (+2 eff.) defense ------ Armor +5 Fatigue +3% Mind save +7 (+3 eff.) Life +43.00 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. | 
|  Blazewrest (0 def, 3 armour) 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Mag +4 Wil offense ------ Damage +9% fire defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% temporal other ------- Max vim +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Camyrek (0 def, 3 armour) 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Str offense ------ Physical Crit +1.0% Ignore Armor +1 defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  linen wizard hat 'Adawe' (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Ignore resists +15% mind +5% blight defense ------ Defense +1 (+0 eff.) Resistance +6% fire +5% cold Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana-on-crit +1.00 A pointy cloth hat, very wizardly... | 
|  linen wizard hat of arcana (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +4 (+2 eff.) defense ------ Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... | 
|  rough leather cap 'Hanaleran' (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +4 (+1 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% blight +3% temporal +5% arcane Life +60.00 other ------- Hate-on-crit +3.00 A cap made of leather. | 
|  rough leather cap of constitution (+3) (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% A cap made of leather. | 
|  rough leather cap of dexterity (+3) (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% A cap made of leather. | 
|  stabilizing iron helm of strength (+3) (0 def, 3 armour) 3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Physical save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  cleansing steel mail armour (2 def, 6 armour) 14.0 Encumbrance T2 heavy armor [Ego] Disrupt While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +12% nature +12% blight A suit of armour made of mail. | 
|  cleansing steel mail armour of fire resistance (2 def, 6 armour) 14.0 Encumbrance T2 heavy armor [Ego] Disrupt/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +12% blight +16% fire +11% nature A suit of armour made of mail. | 
|  impenetrable steel mail armour of stability (2 def, 13 armour) 14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +13 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% physical Physical save +10 (+4 eff.) A suit of armour made of mail. | 
|  iron mail armour of delving (2 def, 4 armour) 14.0 Encumbrance T1 heavy armor [Ego+] Master While equipped: Stats +5 Str defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% darkness +5% physical other ------- Light +1 Track: Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. | 
|  steel mail armour of clarity (2 def, 6 armour) 14.0 Encumbrance T2 heavy armor [Ego] Psionic While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% mind Mind save +10 (+5 eff.) A suit of armour made of mail. | 
|  cured leather armour 'Shimmerwar' (6 def, 4 armour) 9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: Stats +1 Wil offense ------ Ignore resists +25% mind +5% lightning defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +14% blight +6% physical +12% darkness +16% cold Physical save +12 (+4 eff.) other ------- Light +2 A suit of armour made of leather. | 
|  cured leather armour of acid resistance (6 def, 4 armour) 9.0 Encumbrance T2 light armor [Ego] Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +15% acid A suit of armour made of leather. | 
|  rejuvenating cured leather armour of lightning resistance (6 def, 4 armour) 9.0 Encumbrance T2 light armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +17% lightning Life Regen +2.00 other ------- Stamina/turn +0.50 A suit of armour made of leather. | 
|  impenetrable iron plate armour (0 def, 13 armour) 17.0 Encumbrance T1 massive armor Reqs - Massive armour training [Ego] Master While equipped: defense ------ Armor +13 Fatigue +22% A suit of armour made of metal plates. | 
|  Coral Spray (8 def, 8 armour, 48 block) 7.0 Encumbrance T1 shield armor [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+3 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. | 
|  Glacierwoe (0 def, 4 armour, 40.5 block) 7.0 Encumbrance T2 shield armor [Random Unique] Disrupt/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% Resistance +19% cold +11% arcane +17% fire other ------- Talents +1 Block Handheld deflection devices. | 
|  steel shield of resistance (0 def, 4 armour, 40 block) 7.0 Encumbrance T2 shield armor [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% Resistance +7% acid +6% fire +5% lightning +6% cold other ------- Talents +1 Block Handheld deflection devices. | 
|  demon seed [fire imp] (16, mainhand) 0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [wretchling] (18, mainhand) 0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. | 
|  3 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  103 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. | 
|  Demonic Soul 0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. | 
|  Isyrin the iron pickaxe (dig speed 38 turns) 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +5 Wil offense ------ Mindpower +10 (+4 eff.) Damage +12% mind Ignore resists +5% mind defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Kerach the iron pickaxe (dig speed 30 turns) 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex offense ------ Physical Power +4 (+1 eff.) Spellpower +15 (+9 eff.) Move Speed +10% defense ------ Resistance +1% physical Unlife -20.00 life Life Regen +2.00 Healmod +10% Knockbk Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  iron pickaxe 'Lightumbra' (dig speed 39 turns) 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Ignore resists +5% light +5% blight defense ------ Fatigue -4% Resistance +6% blight +3% cold While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  6 spinel 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Betinor 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Ignore resists +5% blight When Hit 12 fire defense ------ Defense +10 (+3 eff.) Resistance +5% fire Stun Resist +20% other ------- 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. | 
|  Cyryba the Blaze's kiss 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +6% mind +6% fire defense ------ Resistance +6% temporal +3% light +3% darkness other ------- 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. | 
|  Floewilter 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +9% mind Ignore resists +25% mind When Hit 4 acid 4 cold defense ------ Resistance +3% cold other ------- 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. | 
|  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.(103 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  Prox's Lucky Halfling Foot 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
|  Scrying Orb 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Rod of Recall (2/2) 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  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. | 
|  arcing pouch of iron shots of paradox (15/15, 14-17 power, 1 apr) 3.0 Encumbrance T1 shot ammo [Ego] Arcane Weapon Damage 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 15 On-ranged-hit +6 temporal On Hit: * 6% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. | 
|  Telekinetic Core 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+4 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 16 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 33 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. | 
|  Belatha the Rimepeal [power 176]  (1/13 cooldown) 2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +3% acid On-Hit (Melee): * 10% chance to reduce armor by 17% defense ------ Resistance +9% acid +3% cold Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (129 total damage) Puts all charms on 13 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to increase all damage penetration by 10% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  soothing elm wand of lightning storm [power 122]  (1/13 cooldown) 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 17 lightning damage and will be dazed for 1 turn (89 total damage) Puts all charms on 13 turn cooldown 100% to heal for 36. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  7 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  5 citrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2 zircon 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Yrduon the Ogre Possessor level 10
68th Haze 122nd year of Ascendancy at 16:26 see stats
 The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Yrduon the Ogre Possessor level 10
68th Haze 122nd year of Ascendancy at 22:38 see stats
 The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By Yrduon the Ogre Possessor level 10
70th Haze 122nd year of Ascendancy at 07:25 see stats
Log
Thought-forged bowman stops being poisoned.
Thought-forged bowman receives 6 healing.
Thought-forged bowman uses Steady Shot.
Thought-forged bowman's Steady Shot misses Yrduon.
Yrduon hits Thought-forged bowman for 117 physical damage.
Yrduon killed Thought-forged bowman!
Xeryba the dreaming poison ivy uses Sleep.
Yrduon has been put to sleep.
Velarana the dreaming poison ivy uses Mind Sear.
Velarana the dreaming poison ivy's mind surges with critical power!
Yrduon channels pain!
Yrduon converts some damage to Psi!
Velarana the dreaming poison ivy hits Yrduon for 15 to psi, 78 mind (93 total damage).
Yrduon is no longer sleeping.
Velarana the dreaming poison ivy's morale has been lowered.
Xeryba the dreaming poison ivy uses Mind Sear.
Yrduon is no longer empowered.
Yrduon converts some damage to Psi!
Xeryba the dreaming poison ivy hits Yrduon for 10 to psi, 48 mind (58 total damage).
Xeryba the dreaming poison ivy uses Pyrokinesis.
Yrduon is on fire!
Slumbering honey tree's morale has been lowered.
Xeryba the dreaming poison ivy's morale has been lowered.
Yrduon deactivates Daunting Presence.



























