










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 | 
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows 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. Ashes of Urh'Rok 1.5.0Official 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:
 Embers of Rage 1.5.0Official 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 1.5.0Combines 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: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Female | 
| Race | Skeleton | 
| Class | Archer | 
| Level / Exp | 36 / 74% | 
| Size | medium | 
| Lifes / Deaths | Killed by Rak'Shor Cultist at level 29 on the 20th Dusk 123rd year of Ascendancy at 00:113 / 4 Killed by Slasul at level 30 on the 27th Dusk 123rd year of Ascendancy at 12:39 Killed by Elonsar the shalore at level 30 on the 67th Dusk 123rd year of Ascendancy at 18:49 Killed by overpowered greater multi-hued wyrm at level 32 on the 54th Haze 123rd year of Ascendancy at 17:14 | 
Primary Stats
| Strength | 86 (base 60) | 
| Dexterity | 96 (base 60) | 
| Constitution | 20 (base 10) | 
| Magic | 31 (base 25) | 
| Willpower | 21 (base 10) | 
| Cunning | 25 (base 12) | 
Resources
| Life | 1020/1020 | 
| Stamina | 128/128 | 
| Steam | 0/100 | 
| Healing Factor | 1.9189473684211 | 
| Regeneration | 19.477315789474 | 
Speed
| Mental | -22% | 
| Attack | -12% | 
| Movement | +16% | 
| Spell | -12% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
| Infravision | 5 | 
| See Stealth | 24.108545491274 | 
| See Invisible | 24.108545491274 | 
Offense: Mainhand
| Damage | 191 | 
| Accuracy | 69 | 
| Crit Chance | 19% | 
| APR | 35 | 
| Speed | 0.90 | 
Offense: Spell
| Spellpower | 31 | 
| Crit Chance | 4% | 
| Speed | 1.1363636363636 | 
Offense: Mind
| Mindpower | 22 | 
| Crit Chance | 4% | 
| Speed | 1.1363636363636 | 
Offense: Damage Bonus
| Lightning | +3% | 
| Temporal | +15% | 
| Nature | +27% | 
| Arcane | +5% | 
| Physical | +43% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +62% | 
| Lightning | +10% | 
Defense: Base
| Armour (hardiness) | 26 (38.536585365854%) | 
| Defense | 44 | 
| Ranged Defense | 44 | 
| Fatigue | 17.669446550417 | 
| Physical Save | 34 | 
| Spell Save | 29 | 
| Mental Save | 28 | 
Defense: Resistances
| Acid | + 15%( 70%) | 
| Blight | + 44%( 70%) | 
| Cold | + 30%( 70%) | 
| All | + 12%( 70%) | 
| Darkness | + 17%( 70%) | 
| Light | + 21%( 70%) | 
| Temporal | + 36%( 70%) | 
| Fire | + 29%( 70%) | 
| Nature | + 70%( 70%) | 
Defense: Immunities
| Stun Resistance | 40% | 
| Bleed Resistance | 100% | 
| Fear Resistance | 100% | 
| Poison Resistance | 100% | 
| Instadeath Resistance | 100% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0Rune: Phase Door Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (114% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. | 
| Runes | Effective talent level: 1.0Rune: Shielding 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 create a protective shield absorbing at most 355 damage for 4 turns. Its effects scale with your Dexterity stat. | 
| Runes | Effective talent level: 1.0Rune: Controlled Phase Door Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (114% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 7. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune of the Rift Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (114% of a turn) Is: a spell Description: Inflicts 269.10 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. | 
Class Talents
| Technique / Combat techniques | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Technique / Sniper | 1.30 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Technique / Archery training | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Archery prowess | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| Technique / Combat veteran | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Reflexes | 1.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Technique / Marksmanship | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
Generic Talents
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Technique / Mobility | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Undead / Skeleton | 1.10 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
Prodigies
| 
 | 1/1 | 
Effects
| talent | Aim | 
| talent | Intuitive Shots | 
| talent | Precise Strikes | 
| talent | Trained Reactions | 
| beneficial effect | The target is under the effect of the cloak of deception, making it look human.Cloak of Deception | 
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You 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 | active | 
| You have killed Ungolë in Ardhungol and saved the Sun Paladin.Eight legs of wonder | done | 
| You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire.Escort: lost tinker (level 3 of Trollmire) | done | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Daikara.Escort: lost warrior (level 2 of Daikara) As a reward you improved talent Unflinching Resolve (+1 level(s)). | done | 
| You failed to protect the lost warrior from death by Zuberin the giant black ant.Escort: lost warrior (level 2 of Dreadfell) | failed | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves.Escort: lost warrior (level 2 of Scintillating Caves) As a reward you improved talent Unflinching Resolve (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves.Escort: lost warrior (level 3 of Scintillating Caves) As a reward you improved talent Unflinching Resolve (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell.Escort: lost warrior (level 4 of Dreadfell) As a reward you improved talent Unflinching Resolve (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest.Escort: lost warrior (level 4 of Old Forest) As a reward you improved talent Unflinching Resolve (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell.Escort: repented thief (level 5 of Dreadfell) As a reward you improved talent Track (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell.Escort: repented thief (level 8 of Dreadfell) As a reward you improved talent Track (+1 level(s)). | 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 | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| 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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 334. | 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. | active | 
| 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 | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed vial of squid ink. * You've found the needed giant spider spinneret. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed honey tree root. * You've found the needed pouch of luminous horror dust. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed hummerhorn wing. * You've found the needed mummified bone. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt.The Sect of Kryl-Feijan They were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed | 
| Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad.The Temple of Creation * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 | 
| Investigate the bastions of the Pride.The many Prides of the Orcs * Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active | 
| 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 Maj'Eyal for you.There and back again * You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 |  Boots of the Hunter (2 def, 12 armour) 3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+5 eff.) Mind.save +10 (+5 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 21 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. | 
| Quiver |  The Titan's Quiver (18/18, 62-86.8 power, 20 apr) 3.0 T5 arrow ammo [Unique] Master Power 62.0 - 86.8 Physical Uses 70% Str, 50% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. | 
| Light source |  Eldritch Pearl 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+6 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 53 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 15.95 cold damage and 22.81 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. | 
| On head |  Steel Helm of Garkul (0 def, 6 armour) 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. | 
| Tool |  Eternity's Counter 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +16% Phys.spd -12% Spell.spd -12% Mind.spd -12% Dmg.mod +15% temporal ----- def ----- Resists +12% all +15% temporal Dmg.red +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 14 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. | 
| On fingers |  gold ring of life 0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +60.00 HP.reg +0.80 Heal.mod +10% Rings can have magical properties. | 
| On fingers |  Wheel of Fate 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +9 Cun dps ---------- Melee+ 21 bleed Ranged+ 20 bleed Dmg.mod +15% nature +3% lightning Res.pen +10% lightning Melee Ret 4 nature 12 lightning On Hit (Melee): * 25% chance to cause random gloom On Hit (Ranged): * 25% chance to cause random gloom ----- def ----- Resists +33% nature ---------- misc Hate/m.crit +3.00 Max.hate +22.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? | 
| Around waist |  Girdle of the Calm Waters 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. | 
| In main hand |  Spiderswift 4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 143% Range +10 Proj.spd +200% On Crit.r2 +4 physical On Hit: 10% Shoot 1 While equipped: Stats +14 Dex +1 Con dps ---------- Dmg.mod +12% nature +33% physical Res.pen +62% physical ----- def ----- Resists +6% nature HP.reg +0.40 Longbows are used to shoot arrows at your foes. | 
| On hands |  restful dwarven-steel gauntlets of magic (+2) (0 def, 2 armour) 1.5 T3 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 HP.reg +1.30 ---------- misc Stam/turn +0.50 Max.stam +16.00 Metal gloves protecting the hands up to the middle of the lower arm. | 
| Main armor |  rejuvenating hardened leather armour of Eyal (3 def, 6 armour) 9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Max.HP +69.00 HP.reg +6.30 Heal.mod +16% ---------- misc Stam/turn +1.10 A suit of armour made of leather. | 
| Cloak |  restorative cashmere cloak of fog (8 def, 0 armour) 2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +8 (+2 eff.) Resists +13% blight +13% fire +10% light +13% nature Stealth +8 HP.reg +1.10 Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Amozor the gold amulet 0.1 T3 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +3% acid +12% temporal +6% darkness +3% blight +6% fire Heal.mod +13% Cut- +50% Heal: Puts all charms on 23 cooldown Level 3.0 Pwr.cost 23 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 186 life. The life healed will increase with your Mindpower. Amulets can have magical properties. | 
Inventory
|  Elixir of Foundations 0.0 potion [Plot Item] Nature Grant you two additional generic talent points. A vial of murky white fluid. | 
|  steam generator implant of the titan (steam 10) 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  phase door rune of the warrior (range 15; power 50; dur 5) 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 50%, your defense is increased by 50 and all your resistances by 50%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions | 
|  acid wave rune of the sneak (155 acid damage; disarm 5 turns with power 36) 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 155.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 36 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  heat beam rune of the psychic (160 fire damage) 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 159.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  heat beam rune of the psychic (109 fire damage) 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 108.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  shielding rune of the psychic (absorb 364 for 6 turns) 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 364 damage for 6 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions | 
|  shielding rune of the wizard (absorb 411 for 6 turns) 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 411 damage for 6 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions | 
|  teleportation rune of the duelist (range 129) 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 129 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  teleportation rune of the duelist (range 128) 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 128 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  Sealed Scroll of Last Hope 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. | 
|  Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... | 
|  copper amulet 'Shinebile' 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 15% chance to blind ----- def ----- Resists +9% acid +29% light +11% darkness Blind- +20% ---------- misc Light +3 Amulets can have magical properties. | 
|  copper amulet of mastery (0.10 Technique / Agility) 0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Technique/Agility Amulets can have magical properties. | 
|  stabilizing copper amulet of strength (+3) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +21% Amulets can have magical properties. | 
|  starseer's copper amulet of the eclipse 0.1 T1 amulet jewelry [Ego++] Arcane While equipped: Stats +1 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) Melee+ 6 light 6 darkness Dmg.mod +10% light +5% temporal +10% darkness +5% physical On Melee Ret: * 6% chance to inflict 15% damage reduction * 6% chance to blind Amulets can have magical properties. | 
|  insulating steel amulet of strength (+2) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +11% fire +12% cold Amulets can have magical properties. | 
|  serendipitous steel amulet of vision 0.1 T2 amulet jewelry [Ego++] Nature While equipped: Stats +7 Lck dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Unseen.red 11% Blind- +13% ---------- misc Infravis +3 Sight +2 See.Invis +5 Amulets can have magical properties. | 
|  Mirror Shards 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 212 strength, based on Magic) for 5 turns. Uses 16 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. | 
|  grounding gold amulet of constitution (+4) 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +17% lightning Stun/Frz- +23% Amulets can have magical properties. | 
|  stabilizing gold amulet 0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% temporal Pinning- +22% Knockbk- +29% Amulets can have magical properties. | 
|  starlit gold amulet of dexterity (+6) 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +6 Dex ----- def ----- Resists +18% light +16% darkness Blind- +26% Amulets can have magical properties. | 
|  cleansing stralite amulet of mastery (0.34 Technique / Combat veteran) 0.1 T4 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +17% nature +17% blight Poison- +28% Disease- +28% ---------- misc Masteries +0.34 Technique/Combat veteran Amulets can have magical properties. | 
|  insulating stralite amulet of cunning (+5) 0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun ----- def ----- Resists +12% fire +17% cold Amulets can have magical properties. | 
|  mindweaver's stralite amulet of manastreaming 0.1 T4 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +3 Wil +4 Mag dps ---------- Mind.pwr +8 (+4 eff.) S.pwr/crit +4 ----- def ----- Mind.save +13 (+7 eff.) Confus- +12% ---------- misc Mana/turn +0.15 Max.mana +36.00 Amulets can have magical properties. | 
|  copper ring 'Balarain' 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +11% fire ----- def ----- Resists +1% physical +22% fire Phys.save +9 (+4 eff.) Heal.mod +5% Rings can have magical properties. | 
|  copper ring of time (+12%) 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% temporal ----- def ----- Resists +12% temporal Rings can have magical properties. | 
|  marksman's copper ring of sensing 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Blind- +22% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Rings can have magical properties. | 
|  marksman's copper ring of time (+10%) 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% temporal Acc +6 (+2 eff.) ----- def ----- Resists +10% temporal Rings can have magical properties. | 
|  mule's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings can have magical properties. | 
|  mule's copper ring of darkness (+22%) 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Fatigue -4% Resists +22% darkness ---------- misc Max.enc +21 Rings can have magical properties. | 
|  wizard's copper ring of arcana(+0.11/turn) 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Silence- +22% ---------- misc Mana/turn +0.11 Rings can have magical properties. | 
|  conjurer's steel ring 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+3 eff.) Rings can have magical properties. | 
|  sneakthief's steel ring of corrosion (+22%) 0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +11% acid Acc +7 (+2 eff.) ----- def ----- Resists +22% acid Rings can have magical properties. | 
|  steel ring 'Cleansehunt' 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Cun +1 Mag dps ---------- Dmg.mod +12% nature ----- def ----- Resists +33% nature ---------- misc Light +1 Telepathy Humanoid/Orc Rings can have magical properties. | 
|  steel ring of pilfering 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +9 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 7 cooldown Level 2.4 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 114% 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 can have magical properties. | 
|  steel ring of tenacity 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +22% Pinning- +25% Knockbk- +20% Rings can have magical properties. | 
|  titan's steel ring of tenacity 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +26.00 Disarm- +21% Pinning- +22% Knockbk- +22% Rings can have magical properties. | 
|  Haryhad the gold ring 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Str +5 Dex dps ---------- Phys.crit +2.0% Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +7 (+2 eff.) Die.at -60.00 life Heal.mod +10% Disengage: Puts all charms on 7 cooldown Level 2.4 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 114% 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 can have magical properties. | 
|  The Black Ring 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+4 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." | 
|  gold ring of pilfering 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +10 ----- def ----- Defense +11 (+3 eff.) Disengage: Puts all charms on 7 cooldown Level 2.4 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 114% 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 can have magical properties. | 
|  gold ring of pilfering 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +10 (+3 eff.) Apr +10 ----- def ----- Defense +12 (+4 eff.) Disengage: Puts all charms on 7 cooldown Level 2.4 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 114% 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 can have magical properties. | 
|  gold ring of pilfering 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +10 (+3 eff.) Apr +9 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 7 cooldown Level 2.4 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 114% 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 can have magical properties. | 
|  mule's gold ring of tenacity 0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -6% Max.HP +22.00 Disarm- +20% Pinning- +22% Knockbk- +25% ---------- misc Max.enc +22 Rings can have magical properties. | 
|  savage's gold ring of darkness (+20%) 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Con dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Spell.save +15 (+8 eff.) ---------- misc Max.stam +16.00 Rings can have magical properties. | 
|  savior's gold ring of blinding strikes 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 24 light Ranged+ 31 light On Hit (Melee): * 16% chance to blind On Hit (Ranged): * 11% chance to blind ----- def ----- Phys.save +9 (+4 eff.) Spell.save +9 (+5 eff.) Mind.save +8 (+4 eff.) Rings can have magical properties. | 
|  treant's gold ring of misery 0.1 T3 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 7 bleed Ranged+ 10 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 10% chance to cause random gloom ----- def ----- Resists +7% nature +8% blight Poison- +13% Disease- +17% ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 14 cooldown Level 2.0 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. | 
|  Charged Focus (10-11 power, 24 apr, lightning damage) 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+5 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. | 
|  swiftstrike ash longbow 4.0 T2 longbow 2H weapon [Ego+] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 143% Range +7 Proj.spd +200% Longbows are used to shoot arrows at your foes. | 
|  Merkul's Second Eye 4.0 T3 longbow 2H weapon [Unique] Arcane Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. | 
|  Cracklepyre the quiver of ash arrows (19/19, 21-29.4 power, 7 apr) 3.0 T2 arrow ammo [Rare] Psionic Power 21.0 - 29.4 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 19 Ranged+ +20 lightning On Hit.r1 +8 lightning +12 light On Hit: * 40% chance to daze at end of turn * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. | 
|  deadly quiver of yew arrows of accuracy (16/16, 47.5-66.5 power, 10 apr) 3.0 T3 arrow ammo [Ego] Master Power 47.5 - 66.5 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Acc +15 Apr +10 Crit +2.0% Capacity 16 Arrows are used with bows to pierce your foes to death. | 
|  hateful quiver of yew arrows (17/17, 31.5-44.1 power, 10 apr) 3.0 T3 arrow ammo [Ego+] Psionic Power 31.5 - 44.1 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 17 Ranged+ +12 darkness Against +11% Living Arrows are used with bows to pierce your foes to death. | 
|  barbed quiver of elven-wood arrows of daylight (23/23, 46.5-65.1 power, 14 apr) 3.0 T4 arrow ammo [Ego] Arcane/Master Power 46.5 - 65.1 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 23 Ranged+ +8 light +8 bleed Against +26% Undead On Crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Arrows are used with bows to pierce your foes to death. | 
|  quiver of elven-wood arrows of crippling (23/23, 43.5-60.9 power, 14 apr) 3.0 T4 arrow ammo [Ego+] Master Power 43.5 - 60.9 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +14 Crit +16.5% Capacity 23 On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. | 
|  sentry's quiver of elven-wood arrows (45/45, 51-71.4 power, 23 apr) 3.0 T4 arrow ammo [Ego+] Arcane Power 51.0 - 71.4 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +23 Crit +2.5% Capacity 45 Rld cld 3 Arrows are used with bows to pierce your foes to death. | 
|  Spider-Silk Robe of Spydrë (10 def, 15 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. | 
|  dreamer's elven-silk robe of life (5 def, 0 armour) 2.0 T5 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Defense +5 (+1 eff.) Resists +11% blight +19% mind +22% darkness Phys.save +14 (+6 eff.) Spell.save +15 (+8 eff.) Mind.save +29 (+14 eff.) Max.HP +62.00 HP.reg +3.40 Heal.mod +17% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Rogue Plight (6 def, 7 armour) 9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Resists +35% nature Crit.dmg- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. | 
|  hardened leather belt 'Ulfykor' 1.0 T3 belt armor [Random Unique] Disrupt/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +8.0% Mind.crit +11% Phys.pwr +7 (+2 eff.) Res.pen +20% mind Melee Ret 16 mind ----- def ----- Resists +9% acid +8% blight Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. | 
|  Blazeravage the cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +10% acid +25% light ----- def ----- Defense +2 (+0 eff.) Resists +6% acid +12% light Phys.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Borofang the cashmere cloak (8 def, 0 armour) 2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +7 Cun +4 Dex dps ---------- Acc +4 (+1 eff.) Apr +5 ----- def ----- Defense +8 (+2 eff.) Phys.save +7 (+3 eff.) Spell.save +9 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Destala's Scales (10 def, 0 armour) 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.0 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. | 
|  thick cashmere cloak of the voidstalker (2 def, 6 armour) 2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Resists +12% temporal +15% darkness +12% cold Def/telep +13 Res/telep +11% Dur/telep +19% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 7 cooldown 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 (+3 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. | 
|  restorative pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Ego+] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% HP.reg +2.10 Heal.mod +10% A pair of boots made of leather. | 
|  undeterred pair of rough leather boots of uncanny dodging (3 def, 1 armour) 2.0 T1 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Silence- +24% Confus- +23% Stun/Frz- +20% A pair of boots made of leather. | 
|  Lelamnir the pair of hardened leather boots (10 def, 3 armour) 2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +2 Mag dps ---------- Spell.pwr +4 (+2 eff.) S.pwr/crit +2 Melee Ret 4 blight ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +3% HP.reg +1.50 Heal.mod +10% ---------- misc Stam/turn +0.40 Max.stam +12.00 Light +2 Evasion: (Instant) Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 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 36% chance to evade melee and ranged attacks and 42 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. | 
|  Wanderer's Rest (4 def, 0 armour) 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 14 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. | 
|  restorative pair of hardened leather boots of rushing (0 def, 3 armour) 2.0 T3 feet armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Fatigue +3% HP.reg +1.80 Heal.mod +15% Rush: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. | 
|  pair of dwarven-steel boots 'Shinegrinder' (0 def, 4 armour) 3.0 T3 feet armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Melee Ret 12 light ----- def ----- Armour +4 Fatigue +3% HP.reg +2.90 Heal.mod +16% Heal/summ +50 ---------- misc Psi/ret +0.20 Max.psi +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  heroic hardened leather gloves of butchering (0 def, 6 armour) 1.0 T3 hands armor [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Acc +6 (+2 eff.) Apr +7 ----- def ----- Armour +6 Resists +7% blight Spell.save +8 (+4 eff.) Mind.save +5 (+3 eff.) Max.HP +49.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Radiancelash (0 def, 3 armour) 1.0 T5 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +15% light Acc +9 (+3 eff.) Melee Ret 8 light ----- def ----- Armour +3 Resists +3% light +12% mind Phys.save +9 (+4 eff.) Mind.save +10 (+5 eff.) Disarm- +50% ---------- misc Light +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Xaninne (0 def, 2 armour) 1.5 T3 hands armor [Rare] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +7 (+2 eff.) Apr +8 Melee Ret 8 mind ----- def ----- Armour +2 Resists +6% darkness Phys.save +30 (+12 eff.) Mind.save +9 (+5 eff.) Pinning- +5% Knockbk- +15% Teleport- +20% ---------- misc Telepathy Dragon Steady Shot: Puts all charms on 14 cooldown Level 3.9 Pwr.cost 14 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 40% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. | 
|  augmenting cashmere wizard hat of earthrunes (2 def, 2 armour) 2.0 T3 head armor [Ego++] Arcane While equipped: Stats +2 Con dps ---------- Dmg.mod +3% acid +6% lightning +8% cold +3% arcane +4% fire ----- def ----- Armour +2 Defense +2 (+0 eff.) Stone Wall: Puts all charms on 53 cooldown Level 1.0 Pwr.cost 53 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 89.57 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... | 
|  shielding cashmere wizard hat of the Brotherhood (2 def, 0 armour) 2.0 T3 head armor [Ego+] Arcane While equipped: Stats +8 Mag +3 Con dps ---------- Dmg.mod +13% arcane ----- def ----- Defense +2 (+0 eff.) Spell.save +10 (+5 eff.) Arcane Eye: (Instant) Puts all charms on 7 cooldown Level 5.0 Pwr.cost 7 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... | 
|  Cloud Caller (0 def, 0 armour) 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 14 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 24.94 to 74.81 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. | 
|  Pureterror (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Res.pen +20% nature ----- def ----- Armour +1 Fatigue +1% HP.reg +0.60 ---------- misc Max.stam +5.00 A cap made of leather. | 
|  The Face of Fear (8 def, 0 armour) 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+8 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 12 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 15% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 9%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. | 
|  bladed iron helm (0 def, 3 armour) 3.0 T1 head armor [Ego+] Master While equipped: Stats +3 Str dps ---------- Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 14 cooldown Level 3.6 Pwr.cost 14 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 747.8 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Decayed Visage (0 def, 0 armour) 1.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +5 Mag +7 Wil +3 Cun dps ---------- Phys.crit +1.0% Spell.crit +4% Mind.pwr +4 (+2 eff.) Dmg.mod +12% blight +11% arcane Acc +4 (+1 eff.) Melee Ret 10 vim draining blight ----- def ----- Spell.save +30 (+14 eff.) ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 17 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 12%, but also make them aware of you. The resistance 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. | 
|  Helm of the Dominated (0 def, 9 armour) 3.0 T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+5 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. | 
|  The Black Crown (0 def, 15 armour) 3.0 T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." | 
|  Prothotipe's Prismatic Eye 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. | 
|  Resonating Diamond 0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. | 
|  Atamathon's Lost Ruby Eye 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. | 
|  Petrified Wood 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. | 
|  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. | 
|  Burning Star 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 20 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. | 
|  Flashjustice the brass lantern 2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +24% light Res.pen +10% lightning Melee Ret 8 lightning 11 fire ----- def ----- Resists +6% fire ---------- misc Light +2 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. | 
|  Strikezephyr 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Dmg.mod +9% lightning Melee Ret 8 lightning ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +2 See.Stealth +6 See.Invis +6 Telepathy Demon/Minor Demon/Major 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. | 
|  brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. | 
|  bright brass lantern of clarity 2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +5 See.Stealth +5 See.Invis +6 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. | 
|  scorching brass lantern 2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +6% fire ---------- misc Light +2 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. | 
|  survivor's brass lantern 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Heal.mod +12% ---------- misc Light +2 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. | 
|  Wintertide Phial 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 27 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. | 
|  Spectral Cage 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Cooldown Chill of the Tomb -2 Release a will o' the wisp that will explode against your foes for 188 cold damage (based on your Magic). Uses 14 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. | 
|  bright alchemist's lamp 1.0 T3 lite [Ego] Master While equipped: ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  burglar's alchemist's lamp 1.0 T3 lite [Ego+] Master While equipped: Stats +5 Cun ---------- misc Light -7 Infravis +6 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  nightwalker's alchemist's lamp 1.0 T3 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +6 (+1 eff.) ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  survivor's alchemist's lamp of focus 1.0 T3 lite [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +8% mind ----- def ----- Phys.save +5 (+2 eff.) Heal.mod +14% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Summertide Phial 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (71 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  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. | 
| powerful healing salve [power 191]powerful healing salve [power 191] 1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 191 Puts Talent Medical Injector on 10 cooldown Medical salve. | 
|  Blood-Runed Athame 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. | 
|  iron pickaxe of endurance (dig speed 36 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  woodsman's iron pickaxe (dig speed 36 turns) 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Delorebar (dig speed 7 turns) 3.0 T3 digger tool [Random Unique] Master/Psionic While equipped: Stats +8 Str +1 Dex +2 Con dps ---------- Dmg.mod +13% mind +17% fire ----- def ----- Mind.save +16 (+8 eff.) ---------- misc Light +3 Telepathy Demon/Minor Demon/Major While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  dwarven-steel pickaxe of predation (dig speed 25 turns) 3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +3 Dex dps ---------- Phys.pwr +6 (+1 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Pick of Dwarven Emperors (dig speed 12 turns) 3.0 T5 digger tool [Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+4 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 4.0 Pwr.cost 20 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 221.17 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. | 
|  Skull of the Rat Lich 1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+5 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 46 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. | 
|  Orb of Many Ways 1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. | 
|  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. | 
|  Gwai's Burninator 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 362.00 fire damage (based on Magic). Uses 33 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. | 
|  Rod of Recall (3/3) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 133 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. | 
|  Kilnhunter the steel torque of charged psionic shield [power 51]  (14 cooldown) 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +6 Dex ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +9% fire Die.at -60.00 life ---------- misc Max.stam +25.00 Talents +2 Silence Cooldown Silence -1 Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 51 for 7 turns Puts all charms on 14 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  elm totem of cure ailments [power 1]  (7 cooldown) 2.0 T1 totem charm [Ego] Nature Remove up to 1 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 7 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  tentacled elm totem of cure ailments [power 1]  (7 cooldown) 2.0 T1 totem charm [Ego+] Nature While equipped: ---------- misc Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Remove up to 1 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 7 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  Glintmark the yew totem of healing [power 137]  (14 cooldown) 2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% light Res.pen +20% light ----- def ----- Resists +6% acid +6% blight ---------- misc Wards +3 acid +2 nature +3 light Talents +1 Invoke Tentacle +1 Ward +3 Lay Web Cooldown Invoke Tentacle +5 Lay Web -1 Heal a target within range 6 (based on Willpower) for 137 Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  Kilnlore [power 9]  (4 cooldown) 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +10% acid Melee Ret 16 acid ----- def ----- Resists +3% acid +3% fire Reveal the area around you, dispelling darkness (radius 9, power 52 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 4 cooldown 100% to regenerate 2 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  bright elm wand of clairvoyance [power 9]  (4 cooldown) 2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 52 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 4 cooldown 100% to regenerate 2 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  elm wand of clairvoyance 'Blazepassion' [power 9]  (4 cooldown) 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +15% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +3% lightning Reveal the area around you, dispelling darkness (radius 9, power 52 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 4 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  ash wand of firewall 'Fularuivon' [power 117]  (4 cooldown) 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +10% acid Melee Ret 20 acid ----- def ----- Resists +6% darkness +6% temporal Spell.save +36 (+16 eff.) ---------- misc Wards +2 lightning +2 temporal +3 blight +3 fire +2 cold Talents +1 Ward Creates a wall of flames lasting 4 turns (dealing 117 fire damage overall) Puts all charms on 4 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Lightbringer's Wand 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+8 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 69 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 23 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. | 
|  supercharged yew wand of firewall [power 225]  (5 cooldown) 2.0 T3 wand charm [Ego] Arcane Creates a wall of flames lasting 4 turns (dealing 225 fire damage overall) Puts all charms on 5 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  void yew wand of clairvoyance [power 11]  (4 cooldown) 2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +3 Void Blast Reveal the area around you, dispelling darkness (radius 11, power 54 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 4 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Wyrm Bile 0.0 blood corpse [Plot Item] Nature Drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? | 
|  Heart of the Sandworm Queen 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. | 
Achievements
 A dangerous secret
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret
			Found the mysterious staff and told Last Hope about it.By Merkin the Skeleton Archer level 27
72nd Regrowth 123rd year of Ascendancy at 13:05 see stats
 Arachnophobia
			Destroyed the spydric menace.
			Arachnophobia
			Destroyed the spydric menace.By Merkin the Skeleton Archer level 31
74th Dusk 123rd year of Ascendancy at 23:23 see stats
 Are you out of your mind?!
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
			Are you out of your mind?!
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Merkin the Skeleton Archer level 32
54th Haze 123rd year of Ascendancy at 17:13 see stats
 Brave new world
			Went to the Far East and took part in the war.
			Brave new world
			Went to the Far East and took part in the war.By Merkin the Skeleton Archer level 29
42nd Pyre 123rd year of Ascendancy at 23:22 see stats
 Curse Lifter
			Killed Ben Cruthdar the Cursed.
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Merkin the Skeleton Archer level 9
21st Dusk 122nd year of Ascendancy at 08:50 see stats
 Destroyer of the creation
			Killed Slasul.
			Destroyer of the creation
			Killed Slasul.By Merkin the Skeleton Archer level 30
27th Dusk 123rd year of Ascendancy at 18:25 see stats
 Destroyer's bane
			Killed Golbug the Destroyer.
			Destroyer's bane
			Killed Golbug the Destroyer.By Merkin the Skeleton Archer level 28
9th Pyre 123rd year of Ascendancy at 07:10 see stats
 Earth Master
			Killed Harkor'Zun and unlocked Stone magic.
			Earth Master
			Killed Harkor'Zun and unlocked Stone magic.By Merkin the Skeleton Archer level 35
7th Pyre 124th year of Ascendancy at 15:35 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By Merkin the Skeleton Archer level 15
73rd Dusk 122nd year of Ascendancy at 15:46 see stats
 Fear me not!
			Survived the Fearscape!
			Fear me not!
			Survived the Fearscape!By Merkin the Skeleton Archer level 27
77th Regrowth 123rd year of Ascendancy at 15:29 see stats
 Flooder
			Defeated Ukllmswwik while doing his own quest.
			Flooder
			Defeated Ukllmswwik while doing his own quest.By Merkin the Skeleton Archer level 30
28th Dusk 123rd year of Ascendancy at 09:11 see stats
 Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Merkin the Skeleton Archer level 22
76th Haze 122nd year of Ascendancy at 21:16 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Merkin the Skeleton Archer level 10
27th Dusk 122nd year of Ascendancy at 21:21 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By Merkin the Skeleton Archer level 20
49th Haze 122nd year of Ascendancy at 12:12 see stats
 Level 30
			Got a character to level 30.
			Level 30
			Got a character to level 30.By Merkin the Skeleton Archer level 30
25th Dusk 123rd year of Ascendancy at 20:50 see stats
 Rescuer of the lost
			Rescued the merchant from the assassin lord.
			Rescuer of the lost
			Rescued the merchant from the assassin lord.By Merkin the Skeleton Archer level 18
19th Haze 122nd year of Ascendancy at 20:16 see stats
 Size is everything
			Did over 1500 damage in one attack.
			Size is everything
			Did over 1500 damage in one attack.By Merkin the Skeleton Archer level 36
9th Pyre 124th year of Ascendancy at 03:48 see stats
 Size matters
			Did over 600 damage in one attack.
			Size matters
			Did over 600 damage in one attack.By Merkin the Skeleton Archer level 23
55th Regrowth 123rd year of Ascendancy at 20:55 see stats
 Sliders
			Activated a portal using the Orb of Many Ways.
			Sliders
			Activated a portal using the Orb of Many Ways.By Merkin the Skeleton Archer level 29
21st Pyre 123rd year of Ascendancy at 08:18 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By Merkin the Skeleton Archer level 7
5th Flare 122nd year of Ascendancy at 08:21 see stats
 The Rat Lich
			Killed the terrible Rat Lich.
			The Rat Lich
			Killed the terrible Rat Lich.By Merkin the Skeleton Archer level 16
76th Dusk 122nd year of Ascendancy at 07:20 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By Merkin the Skeleton Archer level 12
60th Dusk 122nd year of Ascendancy at 22:13 see stats
 The sky is falling!
			Saw a huge meteor falling from the sky.
			The sky is falling!
			Saw a huge meteor falling from the sky.By Merkin the Skeleton Archer level 19
47th Haze 122nd year of Ascendancy at 00:05 see stats
 There and back again
			Opened a portal to Maj'Eyal from the Far East.
			There and back again
			Opened a portal to Maj'Eyal from the Far East.By Merkin the Skeleton Archer level 32
7th Decay 123rd year of Ascendancy at 13:47 see stats
 Treasure Hoarder
			Amassed 3000 gold pieces.
			Treasure Hoarder
			Amassed 3000 gold pieces.By Merkin the Skeleton Archer level 23
53rd Regrowth 123rd year of Ascendancy at 15:52 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By Merkin the Skeleton Archer level 15
72nd Dusk 122nd year of Ascendancy at 07:47 see stats
 Vampire crusher
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher
			Destroyed the Master in its lair of the Dreadfell.By Merkin the Skeleton Archer level 25
64th Regrowth 123rd year of Ascendancy at 01:16 see stats
Log
Merkin deactivates Intuitive Shots.
Merkin deactivates Trained Reactions.
Merkin deactivates Aim.
Merkin deactivates Precise Strikes.























































