







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Experience Controller 1.7.4
 Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. 
 How to enable/disable or configure this addon: 
 
 Modes functionality: 
 
 --- 
 Update v4.0.1 * Fixed a few typos and minor logging issues 
 Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! 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: 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:
 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! 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. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Spell Merchants 1.7.6
 Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
 There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer! 
 
 4 character point types:Stat, Class, Category & Prodigy points for sale! 
 Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford! 
 New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1. 
 New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon* 
 1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 
 4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback! 
 
 Thank you for trying Spell Merchants, I hope you enjoy my mod :)
 My other addons:
     If you like this addon please consider rating it :)  Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon:     - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
    - Start a New Game.
    - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
    - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
    Operating Modes:     - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
    - Extra Points -> Gives many more points than vanilla in any difficulty
    - Cheatish -> Gives way more points than you'll ever need
    - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
    Optional Modes (These work alongside Operating Modes):     - None -> Nothing else than what chosen under Operating Modes
    - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
    - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
    POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3 
 
 
 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:
 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. 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 Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Adventure | 
| Sex | Male | 
| Race | Skeleton | 
| Class | Adventurer | 
| Level / Exp | 50 / 1083% | 
| Size | big | 
| Lifes / Deaths | Killed by elven cultist at level 25 on the 4th Pyre 123rd year of Ascendancy at 06:590 / 9 Killed by corrupted elven blood mage at level 25 on the 5th Pyre 123rd year of Ascendancy at 06:42 Killed by overpowered greater multi-hued wyrm at level 39 on the 62nd Dusk 123rd year of Ascendancy at 21:02 Killed by Doomed Shade of Ser Dornicus at level 45 on the 10th Pyre 124th year of Ascendancy at 23:34 Killed by Gotuth the champion of Urh'Rok at level 50 on the 61st Pyre 124th year of Ascendancy at 21:59 Killed by Atamathon the Giant Golem at level 50 on the 13rd Dusk 124th year of Ascendancy at 19:01 Killed by Atamathon the Giant Golem at level 50 on the 14th Dusk 124th year of Ascendancy at 00:48 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 51st Dusk 124th year of Ascendancy at 12:33 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 51st Dusk 124th year of Ascendancy at 12:50 | 
Primary Stats
| Strength | 74 (base 10) | 
| Dexterity | 113 (base 60) | 
| Constitution | 105 (base 57) | 
| Magic | 119 (base 63) | 
| Willpower | 47 (base 18) | 
| Cunning | 120 (base 61) | 
Resources
| Mana | 579/579 | 
| Life | -966/2069 | 
| Steam | 100/100 | 
| Stamina | 305/340 | 
| Insanity | 99/100 | 
| Healing Factor | 1.6582089082942 | 
| Regeneration | 23.45727603055 | 
Speed
| Mental | +4.9960036108132E-12% | 
| Attack | 0% | 
| Movement | +40% | 
| Spell | +4.9960036108132E-12% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 14 | 
| Infravision | 6 | 
| See Stealth | 67.288259754221 | 
| See Invisible | 79.288259754221 | 
Offense: Barehand
| Damage | 186 | 
| Accuracy | 77 | 
| Crit Chance | 67% | 
| APR | 49 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 104 | 
| Crit Chance | 52% | 
| Speed | 0.99999999999995 | 
Offense: Mind
| Mindpower | 80 | 
| Crit Chance | 40% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +16% | 
| Temporal | +25% | 
| Blight | +22% | 
| Physical | +28% | 
| Darkness | +22% | 
| All | +7% | 
Offense: Damage Penetration
| Temporal | +15% | 
| Physical | +15% | 
| Arcane | +25% | 
| Fire | +25% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 92 (89.687909656376%) | 
| Defense | 101 | 
| Ranged Defense | 101 | 
| Fatigue | 0 | 
| Physical Save | 58 | 
| Spell Save | 70 | 
| Mental Save | 62 | 
Defense: Resistances
| Darkness | + 56%( 70%) | 
| Light | + 28%( 70%) | 
| Physical | + 27%( 70%) | 
| Fire | + 26%( 70%) | 
| All | + 19%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Silence Resistance | 43% | 
| Bleed Resistance | 100% | 
| Confusion Resistance | 45% | 
| Fear Resistance | 100% | 
| Stun Resistance | 100% | 
| Poison Resistance | 100% | 
| Blind Resistance | 21% | 
Inscriptions (4/5)
| Runes | Effective talent level: 2.5Rune: Reflection Shield Use 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 and reflecting at most 695 damage for 5 turns. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 2.5Rune: Shatter Afflictions Use 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 152 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. | 
| Runes | Effective talent level: 2.5Rune: Dissipation Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. | 
| Runes | Effective talent level: 2.5Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 215 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. | 
Class Talents
| Cunning / Shadow magic | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Finishing moves | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Technique / Bloodthirst | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Path of horror | 1.00 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Grappling | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Technique / Pugilism | 1.00 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Combat veteran | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Demented / Tentacles | 1.00 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Technique / Unarmed discipline | 1.00 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
Generic Talents
| Undead / Skeleton | 1.10 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Unarmed training | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Adventure / Partner | 1.00 | 
| 
 | 0/50 | 
| 
 | 0/50 | 
| 
 | 0/3 | 
| 
 | 0/2 | 
| 
 | 0/2 | 
| 
 | 0/2 | 
| Steamtech / Physics | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Lethality | 1.00 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Technique / Mobility | 1.00 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Corruption / Hexes | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Scoundrel | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done | 
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done | 
| You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.Back and there again You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done | 
| You have killed Ungolë in Ardhungol and saved the Sun Paladin.Eight legs of wonder | done | 
| You successfully escorted the injured seer to the recall portal on level 1 of Old Forest.Escort: injured seer (level 1 of Old Forest) As a reward you improved talent Arcane Eye (+1 level(s)). | done | 
| You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair.Escort: lone alchemist (level 3 of Norgos Lair) As a reward you improved Magic by +5. | done | 
| You failed to protect the lost warrior from death by Emebeth the giant fire ant.Escort: lost warrior (level 3 of Old Forest) | failed | 
| You successfully escorted the repented thief to the recall portal on level 2 of Old Forest.Escort: repented thief (level 2 of Old Forest) As a reward you improved talent Track (+1 level(s)). | done | 
| You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell.Escort: worried loremaster (level 3 of Dreadfell) As a reward you improved Cunning by +5. | done | 
| You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest.Escort: worried loremaster (level 4 of Old Forest) As a reward you improved Constitution by +5. | done | 
| You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell.Escort: worried loremaster (level 5 of Dreadfell) As a reward you improved Cunning by +5. | done | 
| You failed to protect the worried loremaster from death by master vampire.Escort: worried loremaster (level 7 of Dreadfell) | failed | 
| You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell.Escort: worried loremaster (level 8 of Dreadfell) As a reward you improved Cunning by +5. | done | 
| You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak.Falling Toward Apotheosis Seek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| Orcs were spotted with the staff you seek in an arid waste in the southern desert.Important news You should go investigate what is happening there. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 fire dragon that dwelled there. | done | 
| The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.Let's hunt some Orc Find out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * 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 unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 562. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done | 
| You arrived through the farportal in a cave, probably in the Far East.Strange new world Upon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done | 
| You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope.The Brotherhood of Alchemists You have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done | 
| You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.The Doom of the World! This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You have found an orb of command that seems to be used to open the shield protecting the High Peak.The Orbs of Command There seems to be a total of four of them. The more you have the weaker the shield will be. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 3 lumberjacks have died. | done | 
| You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power.The fall of Zigur The defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done | 
| Investigate the bastions of the Pride.The many Prides of the Orcs * You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed | 
| You have been resurrected as an undead by some dark powers.The rotting stench of the dead However, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done | 
| There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.The wild wild east | done | 
| Zemekkys in the Gates of Morning can build a portal back to your homeland for you.There and back again * You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
| 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 |  Boltreign the pair of drakeskin leather boots (0 def, 5 armour) 2.0 T5 feet armor [Rare] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Mind.crit +3% Mind.pwr +32 (+7 eff.) Melee Ret 11 lightning ----- def ----- Armour +5 Silence- +43% Confus- +35% Stun/Frz- +50% ---------- misc Equi/ret +0.32 Max.hate +10.56 A pair of boots made of leather. | 
| On hands |  Hand of the World-Shaper (0 def, 12 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Power 39.0 - 54.6 Physical Uses 40% Dex, 40% Cun, 10% Mag 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 100% On Hit.r1 +50 gravity On Crit.r2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Level 6.6 Pwr.cost 17 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 144.09 physical damage in a radius of 5 each turn for 9 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. | 
| On head |  voratun helm 'Elath' (30 def, 21 armour) 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +10 Dex dps ---------- Crit.mult +15.00% Dmg.mod +9% physical Acc +15 (+4 eff.) Apr +8 ----- def ----- Armour +21 Defense +30 (+5 eff.) Fatigue +5% Resists +25% darkness ---------- misc Infravis +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Tool |  powerful ash totem of healing [power 194]  (9 cooldown) 2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 9 cooldown 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  mule's voratun ring of misery 0.1 T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +9 Cun dps ---------- Melee+ 24 physical Ranged+ 20 physical On Hit (Melee): * 14% chance to reduce all saves and defense by 43 On Hit (Ranged): * 17% chance to reduce all saves and defense by 43 ----- def ----- Fatigue -5% ---------- misc Max.enc +32 Hate/m.crit +2.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 11 cooldown Level 5.5 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! | 
| On fingers |  Drelebar 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +2 Wil +7 Mag dps ---------- Crit.mult +20.00% Spell.pwr +5 (+1 eff.) Res.pen +25% arcane ----- def ----- HP.reg +5.00 Stun/Frz- +44% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.12 Rings make your fingers look great! | 
| Around neck |  starlit steel amulet of healing 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +11% darkness Heal.mod +14% Blind- +21% Cut- +50% Heal: Puts all charms on 20 cooldown Level 2.5 Pwr.cost 20 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 434 life. The life healed will increase with your Mindpower. Amulets make your neck look great! | 
| Main armor |  Deepswither (52 def, 24 armour) 9.0 T5 light armor [Random Unique] Master/Psionic While equipped: Stats +8 Dex +7 Mag +12 Cun dps ---------- Phys.crit +7.0% Apr +20 Melee Ret 6 fire ----- def ----- Armour +24 Defense +52 (+8 eff.) Fatigue +8% Resists +9% darkness Mind.save +18 (+4 eff.) ---------- misc Stam/turn +1.20 See.Invis +12 Second Wind: (Instant) Puts all charms on 20 cooldown Level 5.5 Pwr.cost 20 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 157 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. | 
| Light source |  ethereal dwarven lantern 0.0 T5 lite [Ego+] Arcane While equipped: Stats +7 Mag dps ---------- Spell.pwr +15 (+3 eff.) ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| Cloak |  Torchobeisance (3 def, 0 armour) 2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +18% temporal Res.pen +25% fire +15% temporal Melee Ret 10 fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+0 eff.) Resists +9% fire Max.HP +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Invisible. | 
| Around waist |  Eilinumira the drakeskin leather belt 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +10 Mag +18 Wil +7 Cun +2 Con dps ---------- Spell.crit +5% Crit.mult +10.00% Phys.pwr +18 (+4 eff.) Against +43% Summoned Apr +1 Melee Ret 4 physical ----- def ----- D.Red.from +36% Summoned Phys.save +15 (+4 eff.) Spell.save +11 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. | 
Inventory
|  Primal Infusion (affinity 15%; reduction 2; dur 4; cd 18) 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. | 
|  Sealed Scroll of Last Hope 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! | 
|  Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
|  cleansing copper amulet of strength (+3) 0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Str ----- def ----- Resists +11% nature +12% blight Poison- +23% Disease- +21% Amulets make your neck look great! | 
|  copper amulet of constitution (+2) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! | 
|  Shiveroracle the steel amulet 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Wil dps ---------- Mind.pwr +15 (+3 eff.) Dmg.mod +24% temporal Res.pen +15% mind +10% cold ----- def ----- Fatigue -6% HP.reg +3.00 Amulets make your neck look great! | 
|  grounding steel amulet of vision 0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +10% lightning Blind- +14% Stun/Frz- +23% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! | 
|  Firebrawn the gold amulet 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +3% Mind.pwr +30 (+6 eff.) Dmg.mod +18% acid ----- def ----- Fatigue -6% Resists +6% acid +6% fire HP.reg +3.00 Amulets make your neck look great! | 
|  The Far-Hand 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 20 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (204). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. | 
|  protective stralite amulet of murder 0.1 T4 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +13.00% Acc +6 (+2 eff.) Apr +12 ----- def ----- Armour +5 Defense +4 (+0 eff.) Res.Cap +4% all Phys.save +19 (+5 eff.) Amulets make your neck look great! | 
|  stralite amulet of murder 0.1 T4 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +14.00% Acc +5 (+2 eff.) Apr +14 Amulets make your neck look great! | 
|  Vox 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. | 
|  restful voratun amulet of the eclipse 0.1 T5 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 11 light 10 darkness Dmg.mod +6% light +9% darkness On Melee Ret: * 10% chance to reduce damage dealt by 34% * 11% chance to blind ----- def ----- Fatigue -6% HP.reg +3.00 Amulets make your neck look great! | 
|  Orb of Many Ways 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. | 
|  copper ring 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! | 
|  copper ring 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! | 
|  psionicist's copper ring 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Rings make your fingers look great! | 
|  sneakthief's copper ring of misery 0.1 T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Cun +5 Dex dps ---------- Melee+ 8 physical Ranged+ 9 physical Acc +6 (+2 eff.) On Hit (Melee): * 11% chance to reduce all saves and defense by 43 On Hit (Ranged): * 10% chance to reduce all saves and defense by 43 ---------- misc Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 11 cooldown Level 4.5 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! | 
|  wizard's copper ring of perseverance 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! | 
|  wizard's copper ring of power 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! | 
|  Nightsong 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 28 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. | 
|  Shadeglory 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% darkness +6% physical Acc +5 (+2 eff.) ----- def ----- Resists +4% physical Die.at -40.00 life HP.reg +3.00 Stun/Frz- +32% Rings make your fingers look great! | 
|  steel quartz ring 0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 8 physical Ranged+ 9 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 43 On Hit (Ranged): * 11% chance to reduce all saves and defense by 43 ----- def ----- Stun/Frz- +30% ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 11 cooldown Level 3.5 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! | 
|  titan's steel ring of misery 0.1 T2 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +3 Cun +3 Con dps ---------- Melee+ 5 physical Ranged+ 10 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 43 On Hit (Ranged): * 12% chance to reduce all saves and defense by 43 ----- def ----- Phys.save +6 (+2 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 11 cooldown Level 5.5 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! | 
|  wizard's steel ring of pilfering 0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Acc +10 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+1 eff.) Spell.save +8 (+2 eff.) Disengage: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  pixie's gold ring of misery 0.1 T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +9 Cun +2 Mag dps ---------- Spell.pwr +7 (+1 eff.) Melee+ 14 physical Ranged+ 13 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 43 On Hit (Ranged): * 11% chance to reduce all saves and defense by 43 ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 11 cooldown Level 4.5 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! | 
|  rogue's gold ring of sensing 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Cun ----- def ----- Defense +10 (+1 eff.) Blind- +20% ---------- misc Infravis +4 See.Stealth +12 See.Invis +5 Rings make your fingers look great! | 
|  sneakthief's gold ring of pilfering 0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +17 (+4 eff.) Apr +10 ----- def ----- Defense +8 (+1 eff.) Disengage: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  stralite quartz ring 0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +10 (+3 eff.) Apr +11 ----- def ----- Defense +11 (+2 eff.) Stun/Frz- +30% Disengage: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  sneakthief's voratun ring 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +9 Cun +7 Dex dps ---------- Acc +9 (+3 eff.) Rings make your fingers look great! | 
|  The Black Maul (70-105 power, 15 apr) 5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +2.0% Atk.spd 100% On Hit: 10% Obliterating Smash 3 While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Acc +20 (+5 eff.) ---------- misc Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault ShadowPwr +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Level 4.5 Pwr.cost 14 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 290% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." | 
|  Death's Embrace (18 def, 18 armour) 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+3 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 50, based on Cunning and Magic) for 10 turns. Uses 28 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. | 
|  Emeluna the drakeskin leather armour (20 def, 8 armour) 9.0 T5 light armor [Rare] Master While equipped: Stats +7 Dex +6 Mag +5 Wil +7 Con ----- def ----- Armour +8 Defense +20 (+3 eff.) Fatigue +8% Resists +8% physical Phys.save +19 (+5 eff.) ---------- misc See.Invis +12 A suit of armour made of leather. | 
|  enlightening drakeskin leather armour of the hero  (20 def, 8 armour) 9.0 T5 light armor [Ego++] Arcane/Nature/Master/Psionic While equipped: Stats +5 Str +7 Dex +7 Mag +16 Wil +12 Cun ----- def ----- Armour +8 Defense +20 (+3 eff.) Fatigue +8% Mind.save +18 (+4 eff.) Max.HP +39.00 A suit of armour made of leather. This object's appearance was changed to Death's Embrace. | 
|  nimble drakeskin leather armour of lightning resistance (35 def, 8 armour) 9.0 T5 light armor [Ego+] Master While equipped: Stats +9 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +8 Defense +35 (+6 eff.) Fatigue +8% Resists +30% lightning A suit of armour made of leather. | 
|  Elima 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Con dps ---------- Melee Ret 2 physical ----- def ----- Fatigue -4% Resists +2% physical Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.enc +22 A belt that goes around your waist. | 
|  Islenne the Pitchwar 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% arcane +12% darkness Res.pen +20% darkness +20% arcane ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
|  rough leather belt of the giants 1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Spell.save +5 (+1 eff.) ---------- misc Size +1 A belt that goes around your waist. | 
|  Rhoragen the Blindfame 1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +10 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 34% ----- def ----- Resists +15% light Phys.save +11 (+3 eff.) Heal.mod +20% Stun/Frz- +20% ---------- misc See.Invis +12 Size +1 A belt that goes around your waist. | 
|  noble's hardened leather belt of recklessness 1.0 T3 belt armor [Ego++] Master While equipped: Stats +5 Cun +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +8.00% Phys.pwr +4 (+1 eff.) Against +15% Summoned ----- def ----- D.Red.from +20% Summoned A belt that goes around your waist. | 
|  Emabretira the drakeskin leather belt 1.0 T5 belt armor [Rare] Master While equipped: Stats +6 Con dps ---------- Phys.pwr +36 (+8 eff.) Dmg.mod +12% temporal Acc +30 (+7 eff.) Melee Ret 6 physical 4 temporal ----- def ----- Phys.save +9 (+2 eff.) Spell.save +15 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. | 
|  spiritwalker's drakeskin leather belt 1.0 T5 belt armor [Ego+] Arcane While equipped: Stats +8 Mag ---------- misc Mana/turn +0.19 Max.mana +37.00 A belt that goes around your waist. | 
|  Zubariakira the linen cloak (16 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +16 (+2 eff.) Resists +3% lightning +3% mind +3% nature Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Invisible. | 
|  Ce'Nyvena the Furnaceraze (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +18.00% Dmg.mod +9% lightning +6% fire +6% temporal Res.pen +25% fire +15% temporal Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +2 (+0 eff.) Resists +30% fire Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Invisible. | 
|  murderer's cashmere cloak of sorcery (2 def, 0 armour) 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Mag +3 Wil +3 Cun dps ---------- Spell.crit +5% Acc +5 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Invisible. | 
|  elven-silk cloak of mindcraft (3 def, 0 armour) 2.0 T5 cloak armor [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.crit +7% ----- def ----- Defense +3 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Cloak of Deception 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. | 
|  undeterred pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Silence- +21% Confus- +23% Stun/Frz- +20% A pair of boots made of leather. | 
|  pair of hardened leather boots 'Xanildata' (4 def, 3 armour) 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Dex +5 Wil dps ---------- Crit.mult +5.00% ----- def ----- Armour +3 Defense +4 (+0 eff.) Resists +6% blight +6% light +5% arcane A pair of boots made of leather. | 
|  undeterred pair of drakeskin leather boots of evasion (16 def, 5 armour) 2.0 T5 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +16 (+2 eff.) Silence- +40% Confus- +40% Stun/Frz- +48% Evasion: (Instant) Puts all charms on 17 cooldown Level 3.5 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 46 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. | 
|  Ce'Nytira the pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Dex +3 Mag +2 Wil dps ---------- Crit.mult +5.00% Acc +5 (+2 eff.) Apr +3 ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +1.00 Blink to a nearby random location (rad 7) Puts all charms on 14 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Vorarima the pair of iron boots (2 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Defense +2 (+0 eff.) Fatigue +2% Resists +3% light Phys.save +3 (+1 eff.) Mind.save +9 (+2 eff.) Evasion: (Instant) Puts all charms on 17 cooldown Level 3.5 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 46 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  pair of iron boots 'Strikesmash' (0 def, 5 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +15.00% On Hit (Melee): * 10% chance to reduce armor by 51% ----- def ----- Armour +5 Fatigue +2% Resists +6% lightning +1% physical Die.at -20.00 life ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Velemira the pair of dwarven-steel boots (15 def, 18 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str +1 Dex +2 Cun dps ---------- Crit.mult +10.00% ----- def ----- Armour +18 Defense +15 (+2 eff.) Fatigue +3% Resists +7% lightning +8% temporal Crit.chn- 15.00% ---------- misc See.Invis +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Boots of the Hunter (2 def, 12 armour) 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 18 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. This object's appearance was changed to Frost Treads. | 
|  Cinderfeet (3 def, 5 armour) 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+0 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 111 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. | 
|  pair of voratun boots 'Kenarirand' (0 def, 17 armour) 3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +16% physical ----- def ----- Armour +17 Fatigue +4% Resists +6% light +15% fire Phys.save +18 (+5 eff.) HP.reg +4.00 Stun/Frz- +21% ---------- misc Light +3 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 125% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. | 
|  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 (+0 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 Unarmed combat: Power 14.0 - 15.4 Physical Uses 40% Dex, 40% Cun, 20% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 125% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 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. | 
|  Glywen the hardened leather gloves (0 def, 4 armour) 1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Wil +3 Cun +4 Con dps ---------- Phys.pwr +15 (+3 eff.) ----- def ----- Armour +4 Phys.save +13 (+3 eff.) Spell.save +5 (+1 eff.) Mind.save +5 (+1 eff.) Die.at -40.00 life Disarm- +24% Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% Melee+ +10 physical On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 17 cooldown Level 3.5 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  brawler's hardened leather gloves of archery (0 def, 2 armour) 1.0 T2 hands armor [Ego++] Master While equipped: Stats +2 Str +7 Dex +9 Cun dps ---------- Acc +6 (+2 eff.) Apr +8 ----- def ----- Armour +2 Phys.save +6 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +10 Crit +10.0% Atk.spd 125% On Hit: 10% Set Up 3 On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 11 cooldown Level 4.5 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Boltwar the dwarven-steel gauntlets (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +10 Dex +4 Cun dps ---------- Acc +18 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +9% lightning Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +14.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Eremodan the Balancevengeance (10 def, 6 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Res.pen +20% nature Apr +3 ----- def ----- Armour +6 Defense +10 (+1 eff.) Fatigue +3% Crit.chn- 5.00% Mind.save +8 (+2 eff.) Max.HP +42.00 ---------- misc Light +2 Unarmed combat: Power 24.0 - 33.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +8.0% Atk.spd 100% On Hit: 10% Battle Shout 3 Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Sunbane (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 7 blight Dmg.mod +6% blight +12% temporal +6% fire Res.pen +10% temporal Melee Ret 8 fire 2 temporal ----- def ----- Armour +2 Fatigue +3% Resists +6% blight +3% temporal +3% darkness Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +7 blight On Hit: 20% Soul Rot 3 Metal gloves protecting the hands up to the middle of the lower arm. | 
|  heroic dwarven-steel gauntlets of magic (+2) (0 def, 5 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +5 Fatigue +3% Mind.save +7 (+1 eff.) Max.HP +46.00 Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +3 Apr +9 Crit +8.0% Atk.spd 100% Melee+ +6 arcane On Crit.r2 +7 arcane On Hit: 10% Battle Shout 3 Metal gloves protecting the hands up to the middle of the lower arm. | 
|  sand dwarven-steel gauntlets of strength (+4) (0 def, 8 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 6 physical Dmg.mod +5% physical ----- def ----- Armour +8 Fatigue +3% Unarmed combat: Power 26.0 - 36.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +7 physical On Crit.r2 +8 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Flamewrought. | 
|  Fists of the Desert Scorpion (8 def, 4 armour) 1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+1 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 105% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 5.5 Pwr.cost 9 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. | 
|  Abyssnaught the voratun gauntlets (0 def, 3 armour) 1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +2 Wil +3 Con dps ---------- Phys.crit +19.0% Spell.crit +13% Mind.crit +16% Crit.mult +12.00% Dmg.mod +6% lightning +24% fire ----- def ----- Armour +3 Fatigue +5% Crit.chn- 15.00% ---------- misc Light +2 Unarmed combat: Power 40.0 - 56.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +18.0% Atk.spd 100% On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Unrerin the voratun gauntlets (10 def, 8 armour) 1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +8 Defense +10 (+1 eff.) Fatigue +5% Resists +15% acid Phys.save +9 (+2 eff.) Mind.save +14 (+3 eff.) Die.at -80.00 life Max.HP +73.00 Disease- +20% Teleport- +20% Unarmed combat: Power 38.0 - 53.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +10 Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Battle Shout 5 Metal gloves protecting the hands up to the middle of the lower arm. | 
|  heroic voratun gauntlets of butchering (0 def, 8 armour) 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +9 (+2 eff.) Acc +13 (+3 eff.) Apr +9 ----- def ----- Armour +8 Fatigue +5% Resists +12% blight Spell.save +15 (+4 eff.) Mind.save +10 (+2 eff.) Max.HP +57.00 Unarmed combat: Power 33.0 - 46.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +7 Apr +25 Crit +10.0% Atk.spd 100% On Hit: 10% Battle Shout 5 On Hit: * 16% chance to slow global speed by 72% * 23% chance to reduce armor by 51% Metal gloves protecting the hands up to the middle of the lower arm. | 
|  heroic voratun gauntlets of the starseeker (0 def, 8 armour) 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +6 Cun +3 Mag ----- def ----- Armour +8 Fatigue +5% Resists +9% light +8% darkness Mind.save +15 (+3 eff.) Max.HP +68.00 ---------- misc Infravis +1 Unarmed combat: Power 43.0 - 60.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +9 Apr +15 Crit +10.0% Atk.spd 100% On Crit.r2 +31 light +50 darkness On Hit: 10% Battle Shout 5 Starfall: Puts all charms on 11 cooldown Level 2.5 Pwr.cost 11 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 191.35 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  spellstreaming voratun gauntlets of the nighthunter (0 def, 3 armour) 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Spell.crit +6% Spell.pwr +13 (+2 eff.) Acc +11 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +10% darkness ---------- misc Mana/turn +0.17 Infravis +2 Unarmed combat: Power 30.0 - 42.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +10 Apr +15 Crit +20.0% Atk.spd 100% Melee+ +15 darkness +14 arcane On Hit: 10% Elemental Bolt 5 On Crit: 10% Dominate 5 Track: Puts all charms on 9 cooldown Level 3.5 Pwr.cost 9 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  voratun gauntlets 'Charcut' (0 def, 3 armour) 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +6 Dex +4 Mag +6 Cun dps ---------- Spell.crit +10% Spell.pwr +15 (+3 eff.) Dmg.mod +3% fire Res.pen +10% mind Acc +25 (+6 eff.) Melee Ret 6 mind ----- def ----- Armour +3 Fatigue +5% Resists +8% darkness +6% fire +15% mind +10% light ---------- misc Mana/turn +0.33 Infravis +1 Unarmed combat: Power 26.0 - 36.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +13 Apr +15 Crit +22.0% Atk.spd 100% Melee+ +19 arcane On Crit.r2 +48 light +47 darkness On Hit: 10% Elemental Bolt 5 Starfall: Puts all charms on 11 cooldown Level 2.5 Pwr.cost 11 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 191.35 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  linen wizard hat 'Toxinradiance' (1 def, 0 armour) 2.0 T1 head armor [Rare] Psionic While equipped: Stats +9 Cun +3 Dex dps ---------- Dmg.mod +12% arcane Res.pen +10% nature ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+1 eff.) ---------- misc Light +3 A pointy cloth hat, very wizardly... | 
|  shielding linen wizard hat of madness (1 def, 0 armour) 2.0 T1 head armor [Ego+] Arcane/Psionic While equipped: Stats +3 Mag +2 Wil +2 Cun dps ---------- Mind.crit +5% ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+2 eff.) Mind.save +11 (+2 eff.) Hateful Whisper: Puts all charms on 9 cooldown Level 5.5 Pwr.cost 9 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 334 Mind damage and spreads amongst your foes, dealing damage and feeding you 5.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 35% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... | 
|  grounding rough leather cap of constitution (+3) (0 def, 1 armour) 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal A cap made of leather. | 
|  rough leather cap 'Ivuta' (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +4 Dex +1 Wil +2 Cun ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+3 eff.) ---------- misc Infravis +1 A cap made of leather. | 
|  Cyralradhebeth the hardened leather cap (30 def, 3 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Dex +2 Con dps ---------- Dmg.mod +12% physical ----- def ----- Armour +3 Defense +30 (+5 eff.) Fatigue +3% Resists +16% darkness Crit.chn- 15.00% ---------- misc Stam/turn +3.00 Infravis +4 See.Invis +9 A cap made of leather. | 
|  bladed hardened leather cap of strength (+10) (0 def, 3 armour) 2.0 T3 head armor [Ego+] Master While equipped: Stats +10 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 11 cooldown Level 4.5 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 459.8 Physical damage. If the attack hits, the target is confused (46% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. | 
|  hardened leather cap 'Phlegmshear' (0 def, 3 armour) 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +8 Dex +2 Con dps ---------- Res.pen +10% nature Acc +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +12% light +10% darkness A cap made of leather. | 
|  Crown of Eternal Night (0 def, 3 armour) 2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. | 
|  Infused Cerebrum (8 def, 0 armour) 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+3 eff.) ----- def ----- Defense +8 (+1 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 55 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? This object's appearance was changed to Aletta's Diadem. | 
|  Bethumina the Floerain (0 def, 5 armour) 2.0 T5 head armor [Rare] Nature While equipped: Stats +11 Cun +6 Dex dps ---------- Dmg.mod +18% cold Res.pen +25% arcane +25% cold Melee Ret 8 arcane ----- def ----- Armour +5 Fatigue +5% Resists +10% lightning +27% temporal A cap made of leather. | 
|  Windreek the drakeskin leather cap (0 def, 5 armour) 2.0 T5 head armor [Rare] Nature While equipped: Stats +5 Dex dps ---------- Phys.pwr +25 (+5 eff.) Dmg.mod +9% mind +9% physical Res.pen +25% nature Acc +15 (+4 eff.) Apr +5 Melee Ret 10 physical ----- def ----- Armour +5 Fatigue +5% ---------- misc Stam/ret +2.80 Equi/ret +2.90 A cap made of leather. This object's appearance was changed to Aletta's Diadem. | 
|  catburglar's drakeskin leather cap of sanctity (0 def, 5 armour) 2.0 T5 head armor [Ego++] Arcane/Master While equipped: Stats +4 Dex ----- def ----- Armour +5 Fatigue +5% Resists +20% darkness +8% blight Spell.save +10 (+3 eff.) Mind.save +9 (+2 eff.) ---------- misc Infravis +5 Circle of Sanctity: (Instant) Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 36 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. | 
|  catburglar's drakeskin leather cap of trickery (0 def, 5 armour) 2.0 T5 head armor [Ego++] Master While equipped: Stats +4 Cun +10 Dex dps ---------- Apr +5 ----- def ----- Armour +5 Fatigue +5% Resists +15% darkness ---------- misc Infravis +3 A cap made of leather. | 
|  drakeskin leather cap 'Sparkminister' (0 def, 5 armour) 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Wil +6 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +12% lightning Res.pen +15% temporal Melee Ret 4 lightning On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists +6% lightning +7% physical +12% fire +3% temporal +9% cold Phys.save +9 (+2 eff.) A cap made of leather. | 
|  Belamnir (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +8 Cun +3 Wil dps ---------- Mind.pwr +14 (+3 eff.) Dmg.mod +12% blight Melee Ret 4 blight ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Aletta's Diadem (0 def, 0 armour) 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 4.5 Pwr.cost 5 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 204.40 mind damage and cripples the target's higher mental functions, reducing cunning by 23 and confusing (38% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? | 
|  Decayed Visage (0 def, 0 armour) 1.0 T3 head armor [Unique] Arcane While equipped: Stats +4 Str +5 Mag +5 Wil +3 Cun dps ---------- Spell.crit +3% Dmg.mod +8% blight +8% arcane Melee Ret 4 arcane 10 vim draining blight ----- def ----- Resists +7% blight +8% darkness Spell.save +7 (+2 eff.) Mind.save +8 (+2 eff.) ---------- misc Max.vim +25.00 Vimsense: Level 3.5 Pwr.cost 14 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 30% and all saves by 51, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. | 
|  Freezeward (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+4 eff.) Spell.pwr +30 (+5 eff.) S.pwr/crit +6 Dmg.mod +6% cold Res.pen +15% blight ----- def ----- Armour +4 Fatigue +4% Spell.save +6 (+2 eff.) ---------- misc Stam/ret +1.90 Equi/ret +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to dwarven-steel helm. | 
|  bladed dwarven-steel helm of blood magic (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +4 Str +5 Mag +5 Wil dps ---------- Spell.crit +2% Dmg.mod +10% blight +8% arcane ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 11 cooldown Level 4.5 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 459.8 Physical damage. If the attack hits, the target is confused (46% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Strikewinter the voratun helm (0 def, 5 armour) 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +10 Dex +2 Mag dps ---------- Crit.mult +21.12% Dmg.mod +12% lightning +9% mind Res.pen +15% light ----- def ----- Armour +5 Fatigue +5% Resists +12% lightning ---------- misc Equi/ret +0.24 Psi/ret +0.16 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Torylathakan (0 def, 13 armour) 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +15 Str +9 Wil +4 Con dps ---------- Phys.pwr +30 (+6 eff.) ----- def ----- Armour +13 Fatigue +5% Resists +15% blight Mind.save +14 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  aquamarine 0.0 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. | 
|  5 opal 0.0 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. | 
|  4 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  amethyst 0.0 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. | 
|  5 onyx 0.0 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. | 
|  6 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  10 emerald 0.0 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. | 
|  7 garnet 0.0 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. | 
|  6 quartz 0.0 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. | 
|  9 sapphire 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  9 jade 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  8 turquoise 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  12 ruby 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  4 amber 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  4 bloodstone 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  5 fire opal 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  12 diamond 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  9 moonstone 0.0 T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  10 pearl 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  Windborne Azurite 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. | 
|  2024 Little Gems 0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2024/2024 A set of 2024 tiny explosive spheres. | 
|  Crystal Focus 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. | 
|  Pearl of Life and Death 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. | 
|  Burning Star 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 17 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. | 
|  Petrified Wood 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. | 
|  Glowing Core 1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. | 
|  Telos's Staff Crystal 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. | 
|  1049 alchemist agate 0.0 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. | 
|  66 alchemist bloodstone 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. | 
|  Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(104 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  brass lantern 'Tulitar' 2.0 T1 lite [Rare] Master While equipped: Stats +2 Mag +3 Wil dps ---------- Crit.mult +5.00% Dmg.mod +6% blight ---------- misc Mana/s.crit +1.00 Max.mana +60.00 Light +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. | 
|  Umbraphage 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 311.10 darkness damage (based on Mindpower and charge). Uses 6 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. | 
|  ethereal alchemist's lamp of clarity 0.0 T3 lite [Ego+] Arcane/Psionic While equipped: Stats +5 Mag dps ---------- Spell.pwr +8 (+1 eff.) ----- def ----- Mind.save +9 (+2 eff.) ---------- misc Light +6 See.Stealth +6 See.Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Automated Portable Extractor 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  Cut Drem Arm 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. | 
|  Bizzare Contraption 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. | 
|  shattering dwarven-steel pickaxe (dig speed 14 turns) 3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str dps ---------- Res.pen +16% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Dragon Orb (Orb of Command) 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. | 
|  Elemental Orb (Orb of Command) 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. | 
|  Orb of Destruction (Orb of Command) 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. | 
|  Orb of Undeath (Orb of Command) 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. | 
|  Transmogrification Chest 2.0 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. | 
|  Rod of Entropy (1/1) 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 169% of the healing done. This effect scales with your Magic stat.. Uses 42 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. | 
|  Rod of Recall (3/3) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 111 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. | 
|  Rod of Spydric Poison (1/1) 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 723.32 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 14 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. | 
|  elm totem of healing [power 116]  (9 cooldown) 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
 A dangerous secret (Nightmare (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Nightmare (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.By Ser Dornicus the Skeleton Adventurer level 34
28th Dusk 123rd year of Ascendancy at 17:02 see stats
 A different point of view (Nightmare (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Nightmare (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Ser Dornicus the Skeleton Adventurer level 27
22nd Pyre 123rd year of Ascendancy at 20:08 see stats
 Against all odds (Nightmare (Adventure) difficulty)
			Killed Ukruk in the ambush.
			Against all odds (Nightmare (Adventure) difficulty)
			Killed Ukruk in the ambush.By Ser Dornicus the Skeleton Adventurer level 33
22nd Dusk 123rd year of Ascendancy at 11:07 see stats
 Anti-Antimagic! (Nightmare (Adventure) difficulty)
			Destroyed the Ziguranth camp with your Rhaloren allies.
			Anti-Antimagic! (Nightmare (Adventure) difficulty)
			Destroyed the Ziguranth camp with your Rhaloren allies.By Ser Dornicus the Skeleton Adventurer level 28
33rd Pyre 123rd year of Ascendancy at 07:34 see stats
 Arachnophobia (Nightmare (Adventure) difficulty)
			Destroyed the spydric menace.
			Arachnophobia (Nightmare (Adventure) difficulty)
			Destroyed the spydric menace.By Ser Dornicus the Skeleton Adventurer level 38
47th Dusk 123rd year of Ascendancy at 08:18 see stats
 Are you out of your mind?! (Nightmare (Adventure) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
			Are you out of your mind?! (Nightmare (Adventure) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Ser Dornicus the Skeleton Adventurer level 39
62nd Dusk 123rd year of Ascendancy at 20:49 see stats
 Back and there again (Nightmare (Adventure) difficulty)
			Opened a portal to the Far East from Maj'Eyal.
			Back and there again (Nightmare (Adventure) difficulty)
			Opened a portal to the Far East from Maj'Eyal.By Ser Dornicus the Skeleton Adventurer level 45
4th Pyre 124th year of Ascendancy at 21:21 see stats
 Brave new world (Nightmare (Adventure) difficulty)
			Went to the Far East and took part in the war.
			Brave new world (Nightmare (Adventure) difficulty)
			Went to the Far East and took part in the war.By Ser Dornicus the Skeleton Adventurer level 36
42nd Dusk 123rd year of Ascendancy at 08:06 see stats
 Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Ser Dornicus the Skeleton Adventurer level 15
51st Haze 122nd year of Ascendancy at 20:45 see stats
 Destroyer's bane (Nightmare (Adventure) difficulty)
			Killed Golbug the Destroyer.
			Destroyer's bane (Nightmare (Adventure) difficulty)
			Killed Golbug the Destroyer.By Ser Dornicus the Skeleton Adventurer level 35
38th Dusk 123rd year of Ascendancy at 01:32 see stats
 Dragon's Greed (Nightmare (Adventure) difficulty)
			Amassed 8000 gold pieces.
			Dragon's Greed (Nightmare (Adventure) difficulty)
			Amassed 8000 gold pieces.By Ser Dornicus the Skeleton Adventurer level 38
46th Dusk 123rd year of Ascendancy at 14:37 see stats
 Evil denied (Nightmare (Adventure) difficulty)
			Won ToME by preventing the Void portal from opening.
			Evil denied (Nightmare (Adventure) difficulty)
			Won ToME by preventing the Void portal from opening.By Ser Dornicus the Skeleton Adventurer level 50
62nd Pyre 124th year of Ascendancy at 04:40 see stats
 Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Ser Dornicus the Skeleton Adventurer level 18
65th Haze 122nd year of Ascendancy at 07:38 see stats
 Eye of the storm (Nightmare (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Nightmare (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Ser Dornicus the Skeleton Adventurer level 27
13rd Pyre 123rd year of Ascendancy at 21:20 see stats
 Fear me not! (Nightmare (Adventure) difficulty)
			Survived the Fearscape!
			Fear me not! (Nightmare (Adventure) difficulty)
			Survived the Fearscape!By Ser Dornicus the Skeleton Adventurer level 29
7th Flare 123rd year of Ascendancy at 03:15 see stats
 Fear of Fours (Nightmare (Adventure) difficulty)
			Killed all four bosses of the Slime Tunnels.
			Fear of Fours (Nightmare (Adventure) difficulty)
			Killed all four bosses of the Slime Tunnels.By Ser Dornicus the Skeleton Adventurer level 50
59th Pyre 124th year of Ascendancy at 03:48 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.
			Home sweet home (Nightmare (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ser Dornicus the Skeleton Adventurer level 27
22nd Pyre 123rd year of Ascendancy at 18:02 see stats
 I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.
			I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Ser Dornicus the Skeleton Adventurer level 40
63rd Dusk 123rd year of Ascendancy at 10:30 see stats
 Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Ser Dornicus the Skeleton Adventurer level 10
2nd Haze 122nd year of Ascendancy at 13:19 see stats
 Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By Ser Dornicus the Skeleton Adventurer level 20
6th Decay 122nd year of Ascendancy at 07:33 see stats
 Level 30 (Nightmare (Adventure) difficulty)
			Got a character to level 30.
			Level 30 (Nightmare (Adventure) difficulty)
			Got a character to level 30.By Ser Dornicus the Skeleton Adventurer level 30
11st Dusk 123rd year of Ascendancy at 08:58 see stats
 Level 40 (Nightmare (Adventure) difficulty)
			Got a character to level 40.
			Level 40 (Nightmare (Adventure) difficulty)
			Got a character to level 40.By Ser Dornicus the Skeleton Adventurer level 40
63rd Dusk 123rd year of Ascendancy at 04:04 see stats
 Level 50 (Nightmare (Adventure) difficulty)
			Got a character to level 50.
			Level 50 (Nightmare (Adventure) difficulty)
			Got a character to level 50.By Ser Dornicus the Skeleton Adventurer level 50
46th Pyre 124th year of Ascendancy at 03:42 see stats
 Orcrist (Nightmare (Adventure) difficulty)
			Killed the leaders of the Orc Pride.
			Orcrist (Nightmare (Adventure) difficulty)
			Killed the leaders of the Orc Pride.By Ser Dornicus the Skeleton Adventurer level 49
46th Pyre 124th year of Ascendancy at 03:42 see stats
 Overpowered! (Nightmare (Adventure) difficulty)
			Did over 6000 damage in one attack.
			Overpowered! (Nightmare (Adventure) difficulty)
			Did over 6000 damage in one attack.By Ser Dornicus the Skeleton Adventurer level 50
13rd Dusk 124th year of Ascendancy at 18:51 see stats
 Poisonous (Nightmare (Adventure) difficulty)
			Sided with the assassin lord.
			Poisonous (Nightmare (Adventure) difficulty)
			Sided with the assassin lord.By Ser Dornicus the Skeleton Adventurer level 23
5th Regrowth 123rd year of Ascendancy at 09:25 see stats
 Race through fire (Nightmare (Adventure) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.
			Race through fire (Nightmare (Adventure) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Ser Dornicus the Skeleton Adventurer level 50
48th Pyre 124th year of Ascendancy at 04:35 see stats
 Size is everything (Nightmare (Adventure) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Nightmare (Adventure) difficulty)
			Did over 1500 damage in one attack.By Ser Dornicus the Skeleton Adventurer level 29
74th Pyre 123rd year of Ascendancy at 06:47 see stats
 Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.
			Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.By Ser Dornicus the Skeleton Adventurer level 23
70th Regrowth 123rd year of Ascendancy at 01:09 see stats
 Sliders (Nightmare (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.
			Sliders (Nightmare (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.By Ser Dornicus the Skeleton Adventurer level 36
38th Dusk 123rd year of Ascendancy at 05:16 see stats
 Tactical master (Nightmare (Adventure) difficulty)
			Fought the two Sorcerers without closing any invocation portals.
			Tactical master (Nightmare (Adventure) difficulty)
			Fought the two Sorcerers without closing any invocation portals.By Ser Dornicus the Skeleton Adventurer level 50
62nd Pyre 124th year of Ascendancy at 04:38 see stats
 The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Ser Dornicus the Skeleton Adventurer level 10
5th Haze 122nd year of Ascendancy at 10:39 see stats
 The Legend of Garkul (Nightmare (Adventure) difficulty)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Nightmare (Adventure) difficulty)
			Learned the five chapters of the Legend of Garkul.By Ser Dornicus the Skeleton Adventurer level 27
22nd Pyre 123rd year of Ascendancy at 20:08 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.
			The Right thing to do (Nightmare (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ser Dornicus the Skeleton Adventurer level 23
61st Regrowth 123rd year of Ascendancy at 12:21 see stats
 The Sun Still Shines (Nightmare (Adventure) difficulty)
			Aeryn survived the last battle.
			The Sun Still Shines (Nightmare (Adventure) difficulty)
			Aeryn survived the last battle.By Ser Dornicus the Skeleton Adventurer level 50
62nd Pyre 124th year of Ascendancy at 04:40 see stats
 The bigger the better! (Nightmare (Adventure) difficulty)
			Did over 3000 damage in one attack.
			The bigger the better! (Nightmare (Adventure) difficulty)
			Did over 3000 damage in one attack.By Ser Dornicus the Skeleton Adventurer level 45
4th Pyre 124th year of Ascendancy at 07:50 see stats
 The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.By Ser Dornicus the Skeleton Adventurer level 12
14th Haze 122nd year of Ascendancy at 18:00 see stats
 There and back again (Nightmare (Adventure) difficulty)
			Opened a portal to Maj'Eyal from the Far East.
			There and back again (Nightmare (Adventure) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Ser Dornicus the Skeleton Adventurer level 41
35th Haze 123rd year of Ascendancy at 00:04 see stats
 Thralless (Nightmare (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless (Nightmare (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.By Ser Dornicus the Skeleton Adventurer level 23
60th Regrowth 123rd year of Ascendancy at 18:59 see stats
 Treasure Hoarder (Nightmare (Adventure) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Nightmare (Adventure) difficulty)
			Amassed 3000 gold pieces.By Ser Dornicus the Skeleton Adventurer level 27
32nd Pyre 123rd year of Ascendancy at 17:35 see stats
 Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Ser Dornicus the Skeleton Adventurer level 17
60th Haze 122nd year of Ascendancy at 16:19 see stats
 Unstoppable (Nightmare (Adventure) difficulty)
			Returned from the dead.
			Unstoppable (Nightmare (Adventure) difficulty)
			Returned from the dead.By Ser Dornicus the Skeleton Adventurer level 50
51st Dusk 124th year of Ascendancy at 12:33 see stats
 Vampire crusher (Nightmare (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Nightmare (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Ser Dornicus the Skeleton Adventurer level 33
21st Dusk 123rd year of Ascendancy at 07:18 see stats
Log
Fumble from Ser Dornicus hits Linaniil, Supreme Archmage of Angolwen for (764 absorbed), (281 mana), 0 physical (0 total damage).
Linaniil, Supreme Archmage of Angolwen deactivates Disruption Shield.
Linaniil, Supreme Archmage of Angolwen's disruption shield collapses and then explodes in a powerful manastorm!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Bleeding from Ser Dornicus hits Linaniil, Supreme Archmage of Angolwen for (1678 absorbed), (1678 mana), 293 physical (293 total damage).
Ser Dornicus raises their leg and snaps it downward in a devastating axe kick.
Ser Dornicus performs a melee critical strike against Linaniil, Supreme Archmage of Angolwen!
Linaniil, Supreme Archmage of Angolwen shrugs off the effect 'Pinned to the ground'!
Linaniil, Supreme Archmage of Angolwen's Phase Door is disrupted by her wounds!
Ser Dornicus performs a melee critical strike against Linaniil, Supreme Archmage of Angolwen!
Linaniil, Supreme Archmage of Angolwen rises from the dead!
Linaniil, Supreme Archmage of Angolwen is no longer pinned.
Linaniil, Supreme Archmage of Angolwen is no longer surging arcane power.
Linaniil, Supreme Archmage of Angolwen stops bleeding.
Linaniil, Supreme Archmage of Angolwen has finished recovering.
Linaniil, Supreme Archmage of Angolwen's brain isn't quite working right!
Ser Dornicus internal structure metallises.
Linaniil, Supreme Archmage of Angolwen surges with arcane power!
Ser Dornicus hits Linaniil, Supreme Archmage of Angolwen for 1687 physical, 18 physical, 26 physical, 17 physical, 1524 darkness, 13 physical (3285 total damage).
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits Ser Dornicus for (42 flat reduction), 1205 arcane (1205 total damage).
Elemental Surge hits Ser Dornicus for (147 flat reduction), 459 arcane (459 total damage).
Talent Take Down is ready to use.
Talent Double Strike is ready to use.
Linaniil, Supreme Archmage of Angolwen fails to use Shock.
Fumble from Ser Dornicus hits Linaniil, Supreme Archmage of Angolwen for (360 shifted), 0 physical (0 total damage).
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits Ser Dornicus for (147 flat reduction), 1100 arcane (1100 total damage).
Ser Dornicus the level 50 skeleton adventurer was blasted to death by Linaniil, Supreme Archmage of Angolwen on level 1 of Angolwen.
Ser Dornicus no longer revels in blood quite so much.


 
 






















































































