










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module: 
 Affected talents from the Embers of Rage DLC: 
 Affected talents from the Ashes of Urh'Rok DLC: 
 Affected talents from the Forbidden Cults DLC: 
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: 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:
 Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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: 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:
 Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 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 Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. 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 | Nightmare Adventure | 
| Sex | Female | 
| Race | Cornac | 
| Class | Necromancer | 
| Level / Exp | 28 / 5% | 
| Size | medium | 
| Lifes / Deaths | Killed by Lisurawyn the large white snake at level 16 on the 32nd Dusk 122nd year of Ascendancy at 02:30 1 / 5Killed by multi-hued drake at level 22 on the 32nd Haze 122nd year of Ascendancy at 14:03 Killed by Ce'Nathra the multi-hued drake at level 22 on the 32nd Haze 122nd year of Ascendancy at 20:25 Killed by Betema the grave wight at level 24 on the 12nd Regrowth 123rd year of Ascendancy at 11:43 Killed by Borfast the Broken at level 25 on the 15th Regrowth 123rd year of Ascendancy at 14:12  | 
Primary Stats
| Strength | 18 (base 16) | 
| Dexterity | 25 (base 16) | 
| Constitution | 28 (base 24) | 
| Magic | 87 (base 54) | 
| Willpower | 32 (base 18) | 
| Cunning | 43 (base 28) | 
Resources
| Life | 342/342 | 
| Mana | 314/314 | 
| Soul | 15/15 | 
| Healing Factor | 1.1456298990388 | 
| Regeneration | 0.2864074747597 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +25% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 10 | 
| Infravision | 6 | 
| See Stealth | 48.25276604189 | 
| See Invisible | 49.25276604189 | 
| ESP Range | 10 | 
| ESP Kinds | undead | 
Offense: Mainhand
| Damage | 63 | 
| Accuracy | 22 | 
| Crit Chance | 16% | 
| APR | 1 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 65 | 
| Crit Chance | 31% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 32 | 
| Crit Chance | 10% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +29% | 
| Light | +18% | 
| Darkness | +10% | 
| Blight | +10% | 
| Arcane | +4% | 
| Fire | +10% | 
| All | 0% | 
Offense: Damage Penetration
| Mind | +10% | 
| Arcane | +5% | 
Defense: Base
| Armour (hardiness) | 11 (30%) | 
| Defense | 29 | 
| Ranged Defense | 29 | 
| Fatigue | 0 | 
| Physical Save | 16 | 
| Spell Save | 30 | 
| Mental Save | 26 | 
Defense: Resistances
| Acid | + 54%( 70%) | 
| Cold | + 24%( 70%) | 
| All | + 15%( 70%) | 
| Darkness | + 22%( 70%) | 
| Light | + 19%( 70%) | 
| Temporal | + 26%( 70%) | 
| Lightning | + 38%( 70%) | 
| Fire | + 27%( 70%) | 
| Mind | + 17%( 70%) | 
Defense: Immunities
| Silence Resistance | 24% | 
| Bleed Resistance | 20% | 
| Blind Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 20% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 154 damage for 3 turns. Its effects scale with your Constitution stat.  | 
| Runes | Effective talent level: 1.0 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.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (193 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn.  | 
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 65 with a minimum range of 15. Its effects scale with your Constitution stat.  | 
Class Talents
| Spell / Glacial waste | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Master of flesh | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Nightfall | 1.30 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Dreadmaster | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Death | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Grave | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Master of bones | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 4/5 | 
| Spell / Animus | 1.30 | 
  | 2/5 | 
  | 2/5 | 
  | 1/5 | 
  | 2/5 | 
| Spell / Master necromancer | 1.30 | 
  | 5/5 | 
  | 3/5 | 
  | 2/5 | 
  | 3/5 | 
Generic Talents
| Spell / Spectre | 1.30 | 
  | 3/5 | 
  | 3/5 | 
  | 2/5 | 
  | 0/5 | 
| Spell / Necrosis | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 4/5 | 
  | 5/5 | 
| Cunning / Survival | 1.00 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
Effects
| talent | Aura of Undeath | 
| talent | Spikes of Decrepitude | 
| talent | Reaping | 
| talent | Suffer For Me | 
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.  | active | 
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done | 
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5.  | done | 
You failed to protect the lone alchemist from death by rimebark. Escort: lone alchemist (level 5 of Dreadfell) | failed | 
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5.  | done | 
You failed to protect the lost sun paladin from death by fire drake. Escort: lost sun paladin (level 1 of Daikara) | failed | 
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5.  | done | 
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)).  | done | 
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Dexterity by +5.  | done | 
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony.  | active | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there.  | done | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 109.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population.  | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed naga tongue. * You've found the needed bear paw.  | 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 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 |  scholar's pair of drakeskin leather boots of disengagement (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Cun +2 Dex dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +5 Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather.  | 
| Light source |  bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +5 See.Stealth +6 See.Invis +5 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 |  Gunyromas (3 def, 0 armour)2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +19% acid On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+1 eff.) Resists +10% lightning +13% temporal +30% acid A pointy cloth hat, very wizardly...  | 
| Tool |  yew totem of healing [power 308]  (15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 308 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power.  | 
| On fingers |  steel ring 'Aerysin'0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +2 Dex +3 Mag +1 Wil +3 Cun +2 Con dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Resists +16% acid +15% fire +12% lightning +11% cold Silence- +24% ---------- misc Mana/turn +0.16 Light +3 Rings make your fingers look great!  | 
| On fingers |  conjurer's gold ring of luminosity0.1 T3 ring jewelry [Ego++] Arcane While equipped: Stats +5 Wil +6 Mag dps ---------- Spell.pwr +8 (+2 eff.) Melee+ 18 light Ranged+ 10 light Dmg.mod +10% light Rings make your fingers look great!  | 
| Around waist |  Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting.  | 
| In main hand |  Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 160% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.3 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 179.74 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (359). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance.  | 
| On hands |  Cyretta (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +4 Mag +3 Wil +4 Cun dps ---------- Dmg.mod +4% arcane Res.pen +5% arcane +10% mind ----- def ----- Armour +1 Resists +3% mind 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.  | 
| Main armor |  Chirek (4 def, 5 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +8% light ----- def ----- Armour +5 Defense +4 (+2 eff.) Resists +6% lightning +9% darkness +5% light +9% all Die.at -40.00 life Max.HP +96.00 Blind- +20% Cut- +20% Knockbk- +20% ---------- misc Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
| Cloak |  Deepsbore (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Acc +5 (+3 eff.) Apr +1 On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Defense +6 (+3 eff.) Die.at -60.00 life ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck.  | 
Inventory
 blink rune of the titan (range 5; phase 13; cd 11)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. 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.  | 
 ethereal rune of the duelist (power 11; resist 21%; move 47%; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 21% all resistance, you move 47% faster, and you are invisible (power 11). 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.  | 
 manasurge rune of the sneak (regen 877% over 10 turns; mana 43; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 877% for 10 turns (206 total) and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. 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.  | 
 manasurge rune of the sneak (regen 1142% over 10 turns; mana 57; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1142% for 10 turns (269 total) and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. 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.  | 
 insulating gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +13% fire +14% cold ---------- misc Mana/turn +0.19 Max.mana +26.00 Amulets make your neck look great!  | 
 Morningrock0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +6% mind Res.pen +20% light +10% mind ---------- misc Psi/ret +0.04 Hate/m.crit +3.00 Rings make your fingers look great!  | 
 rogue's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Max.HP +21.00 Disarm- +21% Pinning- +20% Knockbk- +22% Rings make your fingers look great!  | 
 sneakthief's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +6 (+3 eff.) Rings make your fingers look great!  | 
 warrior's copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% cold ----- def ----- Armour +6 Resists +20% cold Rings make your fingers look great!  | 
 warrior's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +6 Resists +22% lightning Rings make your fingers look great!  | 
 Stormfront (30-45 power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds.  | 
 Shadowmoon (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Disrupt Power 12.0 - 15.6 Physical Uses 50% Str, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +16 darkness While equipped: Stats +1 Dex ----- def ----- Armour +2 Defense +15 (+7 eff.) Resists +9% acid +1% physical +3% darkness +7% lightning +9% fire +9% cold +3% all Spell.save +5 (+3 eff.) Disease- +20% Sharp, short and deadly.  | 
 truestriking dwarven-steel dagger of evisceration (17-22 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Master Power 17.5 - 22.8 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +7 (+1 eff.) Res.pen +7% physical Acc +11 (+6 eff.) Apr +8 Sharp, short and deadly.  | 
 enhanced dwarven-steel greatsword of massacre (47-76 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Nature/Master Power 47.5 - 76.0 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Str +9 Dex +9 Mag +5 Wil +9 Cun +9 Con Massive two-handed swords.  | 
 Corpsebow4.0 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 30 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness.  | 
 stormbringer's ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Nature Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Crit.r2 +17 lightning +14 cold While equipped: dps ---------- Mov.spd +37% Res.pen +14% lightning +12% cold Longbows are used to shoot arrows at your foes.  | 
 stormbringer's yew longbow of enduring4.0 T3 longbow 2H weapon Reqs Shoot [Ego++] Nature Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +24 lightning +26 cold While equipped: Stats +12 Con +12 Wil dps ---------- Mov.spd +33% Res.pen +14% lightning +14% cold ----- def ----- Max.HP +15.00 Longbows are used to shoot arrows at your foes.  | 
 Acera (33-46 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 40 [Unique] Arcane/Master Power 33.0 - 46.2 Acid Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +20% acid Res.pen +20% acid ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 44 acid damage in a 4 radius ball. This damage will increase by 31% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores.  | 
 dwarven-steel longsword of evisceration (22-31 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Master Power 22.5 - 31.5 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +5 (+1 eff.) Sharp, long, and deadly.  | 
 chilling stralite mace of evisceration (36-50 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego+] Arcane/Master Power 36.0 - 50.4 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +5 cold On Crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +8 (+2 eff.) Blunt and deadly.  | 
 dwarven-steel mace 'Nihek' (27-38 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Random Unique] Arcane/Nature/Master Power 27.5 - 38.5 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +7 light Against +8% Undead On Crit.r2 +19 fire While equipped: Stats +6 Con dps ---------- Phys.crit +1.0% All.spd +4% Res.pen +8% fire Acc +7 (+4 eff.) ----- def ----- Defense +8 (+4 eff.) Resists +2% physical Disarm- +20% Blunt and deadly.  | 
 dwarven-steel mace 'Urtheyarach' (39-54 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Master Power 39.0 - 54.6 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Crit.mult +15.00% Phys.pwr +30 (+7 eff.) Dmg.mod +6% mind +9% physical Blunt and deadly.  | 
 Serpent's Glare (7-7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 146.49 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar.  | 
 dreamer's pulsing mindstar of disruption (14-15 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Disrupt/Psionic Power 14.0 - 15.4 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Against +15% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- Resists +9% mind Mind.save +2 (+1 eff.) ---------- misc Psi/turn +0.80 Max.psi +24.00 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.  | 
 Bolbum's Big Knocker (64-76 power, 10 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 64.0 - 76.8 Physical Uses 190% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+3 eff.) Dmg.mod +20% physical Acc +7 (+4 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.0 Pwr.cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after.  | 
 Muckbrawn (20-24 power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Random Unique] Arcane/Master Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Crit.mult +13.00% Spell.pwr +19 (+5 eff.) Dmg.mod +20% temporal Res.pen +15% light Melee Ret 6 nature 4 light ----- def ----- Resists +3% nature Phys.save +8 (+6 eff.) Spell.save +7 (+4 eff.) Mind.save +8 (+4 eff.) ---------- misc Mana/turn +0.23 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art.  | 
 cruel yew starstaff of power (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +10.00% Spell.pwr +18 (+5 eff.) Dmg.mod +20% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 infernal yew vilestaff of wizardry (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Mag +3 Wil dps ---------- Spell.crit +3% Crit.mult +20.00% Spell.pwr +19 (+5 eff.) Melee+ 20 fire Dmg.mod +20% acid ---------- misc Max.mana +10.00 See.Invis +11 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 enhanced dwarven-steel waraxe of evisceration (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego++] Nature/Master Power 20.0 - 28.0 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Str +6 Dex +6 Mag +5 Wil +6 Cun +5 Con dps ---------- Phys.crit +7.0% Phys.pwr +7 (+1 eff.) One-handed war axes.  | 
 truestriking dwarven-steel waraxe of evisceration (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego++] Master Power 20.0 - 28.0 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +8 (+2 eff.) Res.pen +7% physical Acc +7 (+4 eff.) Apr +5 One-handed war axes.  | 
 Glacierblight the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +4 Cun +7 Lck dps ---------- Dmg.mod +12% lightning +18% cold +12% nature Res.pen +25% cold ----- def ----- Stealth +10 ---------- misc T.Disarm +13 Infravis +5 A belt that goes around your waist.  | 
 Rhonarisus1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Wil +3 Con dps ---------- Crit.mult +10.00% ----- def ----- HP.reg +0.80 Heal.mod +11% Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist.  | 
 Scorpionblast1.0 T1 belt armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +9% nature ----- def ----- Armour +6 Resists +3% acid Spell.save +6 (+3 eff.) ---------- misc Max.stam +10.00 Size +1 A belt that goes around your waist.  | 
 insulating rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Resists +6% fire +6% cold ---------- misc Max.enc +20 A belt that goes around your waist.  | 
 Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc 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 1 This deep blue robe flows and ripples as if pushed by an invisible tide.  | 
 fearwoven woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) Dmg.mod +7% darkness +12% physical Res.pen +9% darkness +8% physical ----- def ----- Resists +7% blight +9% all Max.HP +54.00 HP.reg +1.70 Heal.mod +14% ---------- misc Max.hate +8.00 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 woollen robe 'Duvadunakor' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Phys.pwr +25 (+6 eff.) ----- def ----- Resists +5% blight +3% fire +1% physical +9% all Phys.save +9 (+6 eff.) Max.HP +42.00 HP.reg +2.90 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Harulentir (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +1 Mag +6 Lck ----- def ----- Armour +1 Resists +3% darkness Phys.save +9 (+6 eff.) Stealth +6 Blind- +10% ---------- misc Vim/s.crit +2.00 A pair of boots made of leather.  | 
 Ureyabers (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Mag +2 Wil +3 Cun dps ---------- Res.pen +5% blight ----- def ----- Armour +4 Fatigue -3% Phys.save +14 (+9 eff.) Spell.save +7 (+4 eff.) Mind.save +5 (+2 eff.) HP.reg +3.00 Heal.mod +12% ---------- misc Max.enc +20 Mana/turn +0.16 Mana/s.crit +2.00 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 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +6% fire +5% cold ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather.  | 
 Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings.  | 
 blighted rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 blight Dmg.mod +4% blight ----- def ----- Armour +1 Resists +6% blight 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.  | 
 dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +8 (+2 eff.) Melee+ 7 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +3% arcane 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 (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- 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.  | 
 Baridin the Rainspike (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +25% fire Res.pen +15% nature +10% fire On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Defense +2 (+1 eff.) Resists +9% nature +19% fire A pointy cloth hat, very wizardly...  | 
 Gorymalar the cashmere wizard hat (22 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +15% fire ----- def ----- Defense +22 (+11 eff.) Resists +22% fire Phys.save +12 (+8 eff.) ---------- misc Light +2 Infravis +3 See.Invis +12 A pointy cloth hat, very wizardly...  | 
 The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+8 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 10.50 mind and 11.55 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 12% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 12. Terrified: Deals 2.50 mind and 2.75 darkness damage per turn and increases cooldowns by 20%. Haunted: Causes the target to suffer 4.16 mind and 4.58 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you.  | 
 prismatic dwarven-steel mail armour of spell shielding (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Arcane While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +11% light +12% darkness +7% arcane Spell.save +10 (+5 eff.) A suit of armour made of mail.  | 
 prismatic rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +11% light +11% darkness A suit of armour made of leather.  | 
 wrathful dwarven-steel shield of lightning resistance (+17%) (0 def, 6 armour, 80.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 161 light and fire damage to each enemy blocked ----- def ----- Armour +6 Fatigue +8% Resists +17% lightning +5% fire +8% light ---------- misc Talents +1 Block Handheld deflection devices.  | 
 psychokinetic quiver of yew arrows of accuracy (21/21, 32-44 power, 10 apr)3.0 T3 arrow ammo [Ego+] Master/Psionic Power 32.0 - 44.8 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +10 Crit +2.0% Capacity 21 Ranged+ +14 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 128 physical damage Arrows are used with bows to pierce your foes to death.  | 
 14 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.  | 
 6 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.  | 
 8 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.  | 
 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 11 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.  | 
 17 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 4 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.  | 
 11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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.  | 
 Erykalthoneg the Vilewreck1.0 T3 lite [Rare] Master While equipped: dps ---------- Res.pen +5% nature Melee Ret 2 mind 6 light On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +6% nature ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 Polywe2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Armour +2 Resists +9% acid +6% mind Phys.save +7 (+5 eff.) HP.reg +4.00 Heal.mod +16% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- 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.  | 
 Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 376/400 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.  | 
 Star Shot (20/20, 32-38 power, 15 apr)3.0 T4 shot ammo Reqs Dex 28 [Unique] Arcane Power 32.0 - 38.4 Fire Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot.  | 
 It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.  | 
 The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking.  | 
 evasive iron torque of mindblast [power 100]  (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 11 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.  | 
 extending ash wand of shielding [power 194]  (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 5 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.  | 
 6 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.  | 
 8 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.  | 
 5 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 (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Shembo the Cornac Necromancer level 15
11st Dusk 122nd year of Ascendancy at 21:01 see stats
			Earth Master (Nightmare (Adventure) difficulty)
			Killed Harkor'Zun.By Shembo the Cornac Necromancer level 20
29th Haze 122nd year of Ascendancy at 13:08 see stats
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Shembo the Cornac Necromancer level 20
29th Haze 122nd year of Ascendancy at 08:03 see stats
			Home sweet home (Nightmare (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Shembo the Cornac Necromancer level 24
77th Haze 122nd year of Ascendancy at 04:54 see stats
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Shembo the Cornac Necromancer level 10
5th Mirth 122nd year of Ascendancy at 08:47 see stats
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By Shembo the Cornac Necromancer level 20
11st Haze 122nd year of Ascendancy at 05:02 see stats
			Poisonous (Nightmare (Adventure) difficulty)
			Sided with the assassin lord.By Shembo the Cornac Necromancer level 20
11st Haze 122nd year of Ascendancy at 11:51 see stats
			That was close (Nightmare (Adventure) difficulty)
			Killed your target while having only 1 life left.By Shembo the Cornac Necromancer level 2
75th Pyre 122nd year of Ascendancy at 09:05 see stats
			The Right thing to do (Nightmare (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Shembo the Cornac Necromancer level 19
70th Dusk 122nd year of Ascendancy at 10:45 see stats
			The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.By Shembo the Cornac Necromancer level 23
72nd Haze 122nd year of Ascendancy at 18:05 see stats
			The sky is falling! (Nightmare (Adventure) difficulty)
			Saw a huge meteor falling from the sky.By Shembo the Cornac Necromancer level 20
25th Haze 122nd year of Ascendancy at 22:18 see stats
			Treasure Hoarder (Nightmare (Adventure) difficulty)
			Amassed 3000 gold pieces.By Shembo the Cornac Necromancer level 24
2nd Decay 122nd year of Ascendancy at 01:44 see stats
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Shembo the Cornac Necromancer level 16
32nd Dusk 122nd year of Ascendancy at 12:01 see stats
Log
Today is the 20th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 21:33.



























































































































