










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 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. 
 
 
 
 
 
 
 
 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:
 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. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. 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  | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Female | 
| Race | Yeek | 
| Class | Summoner | 
| Level / Exp | 29 / 77% | 
| Size | small | 
| Lifes / Deaths | Killed by red crystal at level 9 on the 42nd Dusk 122nd year of Ascendancy at 13:26 0 / 8Killed by elven mage at level 11 on the 49th Dusk 122nd year of Ascendancy at 22:18 Killed by black crystal at level 18 on the 28th Haze 122nd year of Ascendancy at 06:25 Killed by Horned Horror at level 20 on the 35th Haze 122nd year of Ascendancy at 13:27 Killed by ritch flamespitter at level 26 on the 33rd Regrowth 123rd year of Ascendancy at 18:47 Killed by Honenys at level 29 on the 46th Pyre 123rd year of Ascendancy at 17:33 Killed by Celia at level 29 on the 46th Pyre 123rd year of Ascendancy at 19:36 Killed by Celia at level 29 on the 46th Pyre 123rd year of Ascendancy at 20:13  | 
Primary Stats
| Strength | 26 (base 13) | 
| Dexterity | 25 (base 11) | 
| Constitution | 32 (base 27) | 
| Magic | 13 (base 10) | 
| Willpower | 84 (base 60) | 
| Cunning | 64 (base 38) | 
Resources
| Life | -220/503 | 
| Equilibrium | 79 | 
| Healing Factor | 1.5224420161895 | 
| Regeneration | 6.4703785688052 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +59% | 
| Spell | 0% | 
| Global | +115% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 6 | 
| See Stealth | 53.717374627478 | 
| See Invisible | 53.717374627478 | 
Offense: Mainhand
| Damage | 70 | 
| Accuracy | 51 | 
| Crit Chance | 25% | 
| APR | 30 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 67 | 
| Accuracy | 51 | 
| Crit Chance | 28% | 
| APR | 19 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 18 | 
| Crit Chance | 17% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 62 | 
| Crit Chance | 24% | 
| Speed | 1 | 
Offense: Damage Bonus
| Physical | +8% | 
| Lightning | +5% | 
| Fire | +12% | 
| Darkness | +13% | 
| Cold | +9% | 
| Arcane | +5% | 
| Mind | +8% | 
| All | 0% | 
Offense: Damage Penetration
| Darkness | +8% | 
| Temporal | +5% | 
| Blight | +10% | 
| Fire | +10% | 
| Mind | +7% | 
Defense: Base
| Armour (hardiness) | 25 (30%) | 
| Defense | 43 | 
| Ranged Defense | 43 | 
| Fatigue | 16 | 
| Physical Save | 20 | 
| Spell Save | 26 | 
| Mental Save | 43 | 
Defense: Resistances
| Nature | + 27%( 70%) | 
| Lightning | + 15%( 70%) | 
| Light | + 17%( 70%) | 
| Cold | + 34%( 70%) | 
| Blight | + 33%( 70%) | 
| Acid | + 16%( 70%) | 
| Fire | + 36%( 70%) | 
| All | + 9%( 70%) | 
Defense: Immunities
| Pinning Resistance | 18% | 
| Bleed Resistance | 20% | 
| Confusion Resistance | 55% | 
| Instadeath Resistance | 100% | 
| Silence Resistance | 20% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 414 life over 5 turns. Its effects scale with your Cunning stat.  | 
| Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness.  | 
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 210 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat.  | 
Class Talents
| Wild-gift / Summoning (melee) | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 4/5 | 
  | 4/5 | 
| Wild-gift / Summoning (advanced) | 1.30 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 2/5 | 
| Wild-gift / Summoning (utility) | 1.30 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Summoning (distance) | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
| Wild-gift / Summoning (augmentation) | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Wild-gift / Mindstar mastery | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Call of the wild | 1.30 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
| Wild-gift / Harmony | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Yeek | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
Prodigies
  | 1/1 | 
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there.  | active | 
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5.  | done | 
You failed to protect the lone alchemist from death by Sawtree. Escort: lone alchemist (level 3 of Old Forest) | failed | 
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved Strength by +5.  | done | 
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved Strength by +5.  | 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 Constitution by +5.  | done | 
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Cunning by +5.  | done | 
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there.  | done | 
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed xorn fragment. * You've found the needed vial of squid ink. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations.  | active | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | active | 
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope.  | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died.  | done | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +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.  | 
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 3.5 Pwr.cost 22 out of 9/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 82.09 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 82.09 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light.  | 
| On head |  Ulfyneg the hardened leather cap (0 def, 7 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Str +3 Dex +1 Con dps ---------- Phys.crit +3.0% ----- def ----- Armour +7 Fatigue +3% Resists +7% acid +9% fire +6% lightning +7% cold Die.at -40.00 life A cap made of leather.  | 
| On hands |  Heatquencher (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Cun +3 Mag dps ---------- Mind.pwr +20 (+5 eff.) Dmg.mod +5% arcane +3% fire Res.pen +5% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Fatigue +3% Def/telep +10 Res/telep +10% Dur/telep +10% 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.  | 
| Tool |  Flashquake the yew totem of summon tentacle [power 255]  (22 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +1 Str +2 Dex +3 Cun +4 Con dps ---------- Dmg.mod +9% fire ----- def ----- Resists +9% light ---------- misc Light +2 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 694 Base Damage: 305 Armor: 19 All Resist: 14 Puts all charms on 22 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers |  warrior's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +6 (+1 eff.) ----- def ----- Armour +6 Rings make your fingers look great!  | 
| On fingers |  Urundil0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun +5 Wil dps ---------- Mov.spd +14% Acc +9 (+5 eff.) ----- def ----- Defense +8 (+3 eff.) Resists +12% fire Crit.chn- 15.00% Cut- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.hate +6.00 Blinding Speed: Puts all charms on 34 cooldown Level 5.5 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great!  | 
| Around neck |  Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 4.5 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 433 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature.  | 
| In main hand |  Sootenvy the thorny mindstar (10-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +4 arcane On Crit.r2 +8 darkness On Hit: * 20% chance to reduce damage dealt by 29% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +5% lightning +8% physical +13% darkness +9% cold +8% mind Res.pen +7% mind +8% darkness ----- def ----- Defense +6 (+2 eff.) Mind.save +3 (+1 eff.) Pinning- +18% ---------- misc Max.hate +4.00 Max.psi +16.00 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.  | 
| Around waist |  Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers.  | 
| In off hand |  Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 2.5 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 49 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body.  | 
| Cloak |  linen cloak 'Seargrind' (26 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Crit.mult +13.00% Phys.pwr +30 (+10 eff.) Res.pen +10% fire Acc +6 (+3 eff.) Apr +6 ----- def ----- Defense +26 (+9 eff.) Stealth +6 Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  reinforced leather armour 'Brandtorrent' (20 def, 7 armour)9.0 T4 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +6 Cun +5 Wil dps ---------- Mov.spd +20% Res.pen +10% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Armour +7 Defense +20 (+7 eff.) Fatigue +8% Resists +6% blight +9% fire Mind.save +10 (+3 eff.) Max.HP +33.00 A suit of armour made of leather.  | 
Inventory
 Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. 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 duelist (range 6; phase 20; cd 16)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 16 Travel.spd instantaneous 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 wizard's copper ring of tenacity0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Max.HP +20.00 Disarm- +20% Pinning- +22% Knockbk- +20% Rings make your fingers look great!  | 
 chilling dwarven-steel greatsword (38-62 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 38.5 - 61.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 cold Massive two-handed swords.  | 
 thought-forged dwarven-steel greatsword of amnesia (34-55 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Psionic Power 34.5 - 55.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 mind On Hit: * 23% chance to reduce all saves and defense by 36 * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +3 Cun +5 Wil Massive two-handed swords.  | 
 dwarven-steel mace of shearing (24-34 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all Acc +7 (+4 eff.) Apr +7 Blunt and deadly.  | 
 creative mossy mindstar (3-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Crit.mult +6.00% Mind.pwr +2 (+0 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 gifted thorny mindstar (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 mossy mindstar (2-2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 mossy mindstar (2-2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 infernal yew starstaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +22.00% Spell.pwr +14 (+8 eff.) Melee+ 24 fire Dmg.mod +20% darkness ---------- misc See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 potent yew vilestaff of fate (25-30 power, 4 apr, acid element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +12 (+7 eff.) Dmg.mod +25% acid ----- def ----- Phys.save +7 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +5 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 dwarven-steel steamgun of piercing4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +9% all Acc +13 (+7 eff.) Apr +5 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 stormbringer's dwarven-steel steamgun of enduring4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego++] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +14 lightning +11 cold Uses 2.0 Steam While equipped: Stats +7 Con +5 Wil dps ---------- Mov.spd +22% Res.pen +11% lightning +11% cold ----- def ----- Max.HP +28.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 strafer's dwarven-steel steamgun of piercing4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +7% all Acc +15 (+8 eff.) Apr +7 ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 plaguebringer's stralite waraxe of massacre (35-49 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Arcane/Master Power 35.0 - 49.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 4 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 11 While equipped: ----- def ----- Disease- +10% One-handed war axes.  | 
 truestriking dwarven-steel waraxe of massacre (26-36 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 25.5 - 35.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +8 (+4 eff.) Apr +5 One-handed war axes.  | 
 Flowerbloom the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning +3% nature Res.pen +25% nature ----- def ----- Defense +7 (+2 eff.) Resists +3% lightning Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 spellwoven Robe of the Worm of light (+18%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+2 eff.) Dmg.mod +12% light ----- def ----- Resists +18% light +7% all Spell.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 timebroken silk robe of protection (3 def, 4 armour)2.0 T4 cloth armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +5 (+3 eff.) Dmg.mod +7% arcane +13% temporal ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +13% all Phys.save +24 (+12 eff.) ---------- misc Max.mana +50.00 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +3 Rush: Puts all charms on 22 cooldown Level 2.5 Pwr.cost 22 out of 25/25. Range 7 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. A pair of boots made of leather.  | 
 pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather.  | 
 blighted dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 7 blight Dmg.mod +5% blight ----- def ----- Armour +2 Fatigue +3% Resists +6% blight 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 of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +2 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.  | 
 steady hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane Acc +6 (+3 eff.) ----- def ----- Armour +2 Phys.save +5 (+2 eff.) Mind.save +5 (+1 eff.) Disarm- +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.  | 
 temporal hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 10 temporal Ranged+ 12 temporal Dmg.mod +5% temporal ----- def ----- Armour +2 Resists +7% temporal 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.  | 
 miner's rough leather cap of constitution (+3) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +2 A cap made of leather.  | 
 dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +37.00 HP.reg +4.00 Heal.mod +10% A suit of armour made of mail.  | 
 dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +17% acid A suit of armour made of mail.  | 
 enlightening dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Master/Psionic While equipped: Stats +6 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +18% acid Mind.save +12 (+4 eff.) A suit of armour made of mail.  | 
 enlightening dwarven-steel mail armour of the deep (3 def, 10 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +10 Defense +3 (+1 eff.) Fatigue +12% Resists +7% acid +7% cold Mind.save +13 (+4 eff.) ---------- misc Breathe water A suit of armour made of mail.  | 
 radiant dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature/Master While equipped: Stats +1 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +15% blight +13% darkness +15% lightning ---------- misc Light +2 A suit of armour made of mail.  | 
 steel mail armour 'Salurawe' (9 def, 10 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +4 Dex dps ---------- Mind.crit +3% ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +12% Spell.save +3 (+2 eff.) Mind.save +13 (+4 eff.) Teleport- +20% ---------- misc Max.psi +10.00 A suit of armour made of mail.  | 
 steel mail armour of temporal resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +16% temporal A suit of armour made of mail.  | 
 rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather.  | 
 rough leather armour of command (9 def, 6 armour)9.0 T1 light armor [Ego+] Psionic While equipped: Stats +1 Cun ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +6% Mind.save +11 (+3 eff.) A suit of armour made of leather.  | 
 acidic dwarven-steel shield of resilience (0 def, 6 armour, 77 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 acid Melee Ret 3 acid ----- def ----- Armour +6 Fatigue +8% Max.HP +50.00 ---------- misc Talents +1 Block Handheld deflection devices.  | 
 acidic stralite shield of the stars (0 def, 8 armour, 133 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego+] Arcane/Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Cun +4 Mag dps ---------- Melee+ 8 acid Dmg.mod +14% light +12% darkness Melee Ret 2 acid ----- def ----- Armour +8 Fatigue +8% Resists +17% light +14% darkness ---------- misc Talents +1 Block Handheld deflection devices.  | 
 flaming dwarven-steel shield of physical resistance (+10%) (0 def, 6 armour, 79.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Melee Ret 4 fire ----- def ----- Armour +6 Fatigue +8% Resists +10% physical ---------- misc Talents +1 Block Handheld deflection devices.  | 
 8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 102 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
 Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +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.  | 
 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Rod of Recall (2/2)2.0 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 barbed pouch of dwarven-steel shots of erosion (13/17, 44-53 power, 3 apr)3.0 T3 shot ammo [Ego+] Nature/Master Power 44.5 - 53.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +11.0% Capacity 17 Ranged+ +5 nature On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death.  | 
 barbed pouch of dwarven-steel shots of grasping (17/17, 40-48 power, 3 apr)3.0 T3 shot ammo [Ego++] Nature/Master Power 40.0 - 48.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +15.0% Capacity 17 On Hit: * 20% chance to create vines that bind the target to the ground dealing 241 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death.  | 
 pouch of steel shots of corruption (18/20, 19-23 power, 2 apr)3.0 T2 shot ammo [Ego+] Arcane Power 19.0 - 22.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 On Hit: 20% Curse of Vulnerability 2 Shots are used with slings to pummel your foes to death.  | 
 8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 Salarin the elm wand of conjuration [power 105]  (13 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Phys.crit +3.0% ----- def ----- Defense +5 (+2 eff.) Resists +12% light +3% fire Confus- +10% ---------- misc Wards +3 lightning +3 darkness +3 light +3 nature Talents +1 Ward Fire a magical bolt dealing 105 acid damage Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Honenys the Yeek Summoner level 24
5th Decay 122nd year of Ascendancy at 19:54 see stats
			Exterminator
			Killed 1000 creatures.By Honenys the Yeek Summoner level 19
33rd Haze 122nd year of Ascendancy at 10:48 see stats
			Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Honenys the Yeek Summoner level 28
20th Pyre 123rd year of Ascendancy at 14:02 see stats
			Level 10
			Got a character to level 10.By Honenys the Yeek Summoner level 10
42nd Dusk 122nd year of Ascendancy at 20:19 see stats
			Level 20
			Got a character to level 20.By Honenys the Yeek Summoner level 20
33rd Haze 122nd year of Ascendancy at 17:15 see stats
			Savior of the damsels in distress
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Honenys the Yeek Summoner level 27
34th Regrowth 123rd year of Ascendancy at 15:44 see stats
			Size matters
			Did over 600 damage in one attack.By Honenys the Yeek Summoner level 26
32nd Regrowth 123rd year of Ascendancy at 20:25 see stats
			The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Honenys the Yeek Summoner level 27
49th Regrowth 123rd year of Ascendancy at 08:33 see stats
			The secret city
			Discovered the truth about mages.By Honenys the Yeek Summoner level 12
54th Dusk 122nd year of Ascendancy at 13:52 see stats
			Treasure Hunter
			Amassed 1000 gold pieces.By Honenys the Yeek Summoner level 21
36th Haze 122nd year of Ascendancy at 15:30 see stats
			Unstoppable
			Returned from the dead.By Honenys the Yeek Summoner level 29
46th Pyre 123rd year of Ascendancy at 19:36 see stats
Log
Something hits Ghast for 0 cold damage.
Something hits Honenys for 306 cold damage.
Something hits Stone golem (wild summon) for 520 cold damage.
Something hits Ghast for 0 cold damage.
Ghast receives 59 healing from Rime Wraith from Celia.
Ghast receives 59 healing from Rime Wraith from Celia.
Ghoulking receives 59 healing from Rime Wraith from Celia.
Fire drake (wild summon)'s devouring flames area effect drains life from Ghast!
Fire drake (wild summon)'s devouring flames area effect drains life from Ghast!
Fire drake (wild summon)'s devouring flames area effect drains life from Ghast!
Fire drake (wild summon)'s devouring flames area effect drains life from Ghoulking!
Something killed Stone golem (wild summon)!
Something receives 4 healing from Ghast.
Ghast receives 25 healing from Ghast's purging blight area effect.
Ghast receives 25 healing from Ghast's purging blight area effect.
Ghoulking receives 6 healing from Ghast's purging blight area effect.
Ghast receives 25 healing from Ghast's purging blight area effect.
Something receives 4 healing from Ghoulking.
Ghast receives 50 healing from Ghast's purging blight area effect.
Ghast receives 50 healing from Ghast's purging blight area effect.
Ghoulking receives 12 healing from Ghast's purging blight area effect.
Ghast receives 50 healing from Ghast's purging blight area effect.
Something receives 4 healing from Ghast.
Something receives 4 healing from Ghast.
Fire drake (wild summon)'s devouring flames area effect hits Ghast for 25 fire damage.
Fire drake (wild summon)'s devouring flames area effect hits Ghast for 25 fire damage.
Fire drake (wild summon)'s devouring flames area effect hits Ghoulking for 25 fire damage.
Fire drake (wild summon)'s devouring flames area effect hits Ghast for 25 fire damage.
Something hits Honenys for 333 cold damage.
Honenys the level 29 yeek summoner was chilled to death by Celia on level 2 of Last Hope Graveyard.










































































































