










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module: 
 Affected talents from the Embers of Rage DLC: 
 Affected talents from the Ashes of Urh'Rok DLC: 
 Affected talents from the Forbidden Cults DLC: 
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High 
 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:
 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:
 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Examine Floor Stack 1.7.0Adds an action to the right-click map menu to examine a stack of objects on the floor. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by  Codefly  
 DescriptionThis addon replaces ToME's floating combat text: 
 Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat. 
 Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game: 
 Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Enhanced Object Compare 1.7.0Improves the "Press  
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Interact with Sidekicks 1.7.0Provides an interface to interact with party members similar to the Interact with the Golem talent, by which yo ucan alter their equipment or spend their talent points. Also adds additional functionality like applying a rune or infusion directly to a party member, or managing its talent point plan in conjunction with the Talent Point Planner addon. Standard actions from the "Give order" dialog can also optionally be included, controlled by game option "Gameplay | Include party orders in interaction dialogs". The interaction dialog is bound to Alt-Shift-I by default, and can also be accessed by right-clicking on a suitable party member on the map or via the "Interact with Party Members" action on the main game menu. (NOTE: If you are using this addon in conjunction with the Talent Point Planner addon, you will need to upgrade the latter to release 10.8.3 or higher for compatibility. Similarly, if you are using this addon with the ZOmnibus Addon Pack or ZOmnibus Lite, you will need to upgrade it to release 17.2.3 or higher for compatibility.) 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 Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Insane Adventure | 
| Sex | Female | 
| Race | Dwarf | 
| Class | Adventurer | 
| Level / Exp | 50 / 57% | 
| Size | medium | 
| Lifes / Deaths | Killed by elven cultist at level 18 on the 30th Wealth 122nd year of Ascendancy at 10:353 / 4 Killed by elven cultist at level 18 on the 30th Wealth 122nd year of Ascendancy at 11:58 Killed by Islylrawe the skeleton warrior at level 24 on the 16th Loss 122nd year of Ascendancy at 06:08 Killed by Cyrivea the dredge at level 31 on the 22nd Shortage 122nd year of Ascendancy at 21:49 | 
Primary Stats
| Strength | 77 (base 60) | 
| Dexterity | 31 (base 8) | 
| Constitution | 38 (base 24) | 
| Magic | 70 (base 60) | 
| Willpower | 75 (base 60) | 
| Cunning | 58 (base 27) | 
Resources
| Mana | 609/609 | 
| Equilibrium | 50 | 
| Vim | 292/294 | 
| Life | 1442/1442 | 
| Stamina | 382/382 | 
| Psi | 145/145 | 
| Healing Factor | 1.4102122670883 | 
| Regeneration | 0.35255306677207 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +20% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| Infravision | 11 | 
| See Stealth | 16 | 
| See Invisible | 17 | 
Offense: Mainhand
| Damage | 191 | 
| Accuracy | 53 | 
| Crit Chance | 38% | 
| APR | 40 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 104 | 
| Accuracy | 53 | 
| Crit Chance | 36% | 
| APR | 40 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 88 | 
| Crit Chance | 25% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 63 | 
| Crit Chance | 18% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +27% | 
| Acid | +32% | 
| Blight | +56% | 
| Physical | +62% | 
| Fire | +33% | 
| All | 0% | 
Offense: Damage Penetration
| Lightning | +25% | 
| Blight | +40% | 
| Physical | +35% | 
| Acid | +25% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 198.8911749435 (50%) | 
| Defense | 42 | 
| Ranged Defense | 56 | 
| Fatigue | 46 | 
| Physical Save | 64 | 
| Spell Save | 58 | 
| Mental Save | 60 | 
Defense: Resistances
| Acid | + 43%( 70%) | 
| Blight | + 53%( 70%) | 
| Arcane | + 17%( 70%) | 
| Cold | + 27%( 70%) | 
| All | + 12%( 70%) | 
| Lightning | + 35%( 70%) | 
| Temporal | + 30%( 70%) | 
| Physical | + 22%( 70%) | 
| Fire | + 53%( 70%) | 
| Darkness | + 60%( 70%) | 
Defense: Immunities
| Pinning Resistance | 10% | 
| Confusion Resistance | 10% | 
| Teleport Resistance | 0% | 
| Blind Resistance | 38% | 
| Silence Resistance | 40% | 
| Bleed Resistance | 20% | 
| Stun Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 0% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0Rune: Teleportation Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 90 with a minimum range of 15. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Mirror Image Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 336 damage for 4 turns. Its effects scale with your Willpower stat. | 
| Runes | Effective talent level: 1.0Rune: 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. | 
Class Talents
| Corruption / Demonic pact | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Psionic / Absorption | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Air | 1.00 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Magical combat | 1.00 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Eldritch shield | 1.00 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Corruption / Doom shield | 1.00 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Wild-gift / Earthen power | 1.00 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Generic Talents
| Corruption / Demonic strength | 1.00 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Harmony | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Psionic / Augmented mobility | 1.00 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Race / Dwarf | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Arcane Feed | 
| talent | Arcane Combat | 
| talent | Shards | 
| talent | Chant of Fortress | 
| talent | Kinetic Shield | 
| talent | Thunderstorm | 
| talent | Feather Wind | 
| talent | Abyssal Shield | 
| talent | Eldritch Infusion | 
| talent | Elemental Harmony | 
| talent | Hardened Core | 
| talent | Skate | 
| talent | Beyond the Flesh | 
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 | 
| 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 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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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 failed to protect the injured seer from death by orc master assassin.Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed | 
| You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire.Escort: lone alchemist (level 2 of Trollmire) As a reward you improved Magic by +5. | done | 
| You failed to protect the lone alchemist from death by grave wight.Escort: lone alchemist (level 7 of Dreadfell) | failed | 
| You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest.Escort: lost sun paladin (level 2 of Old Forest) As a reward you improved talent Chant of Fortress (+1 level(s)). | done | 
| You failed to protect the lost tinker from death by Isladanor the ghoul.Escort: lost tinker (level 8 of Dreadfell) | failed | 
| You failed to protect the lost warrior from death by Emadatira the thief.Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed | 
| You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell.Escort: lost warrior (level 3 of Dreadfell) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You failed to protect the lost warrior from death by armoured skeleton warrior.Escort: lost warrior (level 5 of Dreadfell) | failed | 
| You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell.Escort: lost warrior (level 6 of Dreadfell) As a reward you improved talent Vitality (+1 level(s)). | done | 
| Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.From bellow, it devours Maybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden 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 an ancient tome about gems.Lost Knowledge You should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active | 
| You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.Reknor is lost! When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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: 926. | 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 | 
| 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 honey tree root. * You've found the needed minotaur nose. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed black mamba head. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed green worm. 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. | 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 | 
| 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 sided with Ukllmswwik and killed Slasul. | 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 7 lumberjacks have died. | 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 to join the slavers and take part in their game. You won the ring of blood! | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| Psionic focus |  imbued dragonbone starstaff of warding (30-36 power, 6 apr, physical element) 5.0 T5 staff 1H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% physical ----- def ----- Armour +5 Defense +6 (+2 eff.) ---------- misc Wards +2 physical Talents +3 Ward +1 Command Staff On Spell Hit: 10% Drain 3 Staves designed for wielders of magic, by the greats of the art. | 
| On hands |  Flashlash (0 def, 3 armour) 1.0 T4 hands armor [Rare] Master While equipped: Stats +2 Str +7 Dex +9 Cun dps ---------- Dmg.mod +27% lightning +15% fire Res.pen +15% blight Acc +10 (+3 eff.) Apr +15 ----- def ----- Armour +3 Resists +12% fire ---------- misc Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% 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. | 
| 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 (+2 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 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 5, doing 42.81 cold damage and 69.35 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 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 |  Quasit's Skull (0 def, 12 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. This object's appearance was changed to Invisible. | 
| On feet |  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 (+2 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 32 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. | 
| Tool |  Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
| On fingers |  Xaniyamina the gold ring 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +5 Str +3 Wil +4 Con ----- def ----- Armour +10 Resists +2% physical Blind- +38% Cut- +20% Silence- +20% ---------- misc Infravis +8 See.Stealth +16 See.Invis +17 Talents +5 Frostfire Nova Rings make your fingers look great! | 
| On fingers |  Airtaint the steel ring 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +24% blight Res.pen +25% lightning Melee Ret 8 arcane ----- def ----- Resists +12% blight ---------- misc Mana/turn +0.08 Vim/ret +3.00 Rings make your fingers look great! | 
| Around neck |  Scorchsnake 0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% fire ----- def ----- Armour +16 Resists +26% lightning +5% arcane Spell.save +12 (+3 eff.) Heal.mod +20% Silence- +20% Stun/Frz- +40% Amulets make your neck look great! | 
| In main hand |  Blackfire Aegis (8 def, 18 armour, 57-68 power, 235 block) 7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 57.0 - 68.4 Stunning fire Uses 60% Wil, 50% Mag Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +7.0% Block +235 Dmg.conv 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+2 eff.) Rng.Def +12 (+4 eff.) Fatigue +25% Resists +35% acid +35% fire +55% darkness +35% blight Dmg.red +25 acid +25 darkness +25 blight ---------- misc Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. | 
| Around waist |  Emblem of Evasion 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+6 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 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 26% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. | 
| In off hand |  shocking voratun shield of patience (0 def, 10 armour, 72-87 power, 193 block) 7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane/Nature When used to Attack: Power 72.5 - 87.0 Physical Uses 60% Wil, 50% Mag Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +193 While equipped: dps ---------- Melee+ 22 lightning Dmg.mod +32% acid +32% physical +32% blight Res.pen +25% acid +25% physical +25% blight Melee Ret 17 lightning ----- def ----- Armour +10 Fatigue +8% Resists +20% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (416) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. This object's appearance was changed to Piercing Gaze. | 
| Cloak |  elven-silk cloak 'Turefang' (14 def, 30 armour) 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Dex dps ---------- Res.pen +10% physical ----- def ----- Armour +30 Defense +14 (+4 eff.) Resists +17% cold Phys.save +40 (+10 eff.) Spell.save +19 (+5 eff.) Mind.save +26 (+6 eff.) Die.at -50.00 life ---------- misc Max.stam +30.00 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 Fearfire Mantle. | 
| Main armor |  The Untouchable (14 def, 12 armour) 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) ---------- misc Talents +5 Fiery Cleansing When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. | 
Inventory
|  medical injector implant of the sneak (efficiency 138% / cooldown 86%) 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 138% efficiency and cooldown mod of 86%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  medical injector implant of the wizard (efficiency 132% / cooldown 58%) 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 132% efficiency and cooldown mod of 58%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  steam generator implant of the sneak (steam 13) 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.7 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  steam generator implant of the sneak (steam 14) 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.6 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  Primal Infusion (affinity 18%; reduction 3; 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 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. | 
|  movement infusion of the wizard (speed 645%; cd 13) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 645% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  regeneration infusion of the sneak (heal 281; 12 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 281 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  regeneration infusion of the wizard (heal 620; 12 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 620 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the warrior (res 32%; mental; dur 4; cd 13) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Blood of Life 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." | 
|  Rune of Reflection (--) 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 450 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. | 
|  Rune of the Rift (450.00 temporal damage, removed from time 4 turns) 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 450.00 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  blink rune of the wizard (range 6; phase 18; cd 17) 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  ethereal rune of the psychic (power 29; resist 29%; move 53%; dur 5; cd 16) 0.1 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 29% all resistance, you move 53% faster, and you are invisible (power 29). 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 spell talent. | 
|  manasurge rune of the sneak (regen 1263% over 10 turns; mana 63; cd 15) 0.1 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 (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1263% for 10 turns (60 total) and instantly restoring 63 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune of the warrior (absorb 371; dur 4; cd 14) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 371 damage for 4 turns. 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 spell talent. Press to compare to your current inscriptions | 
|  shielding rune of the warrior (absorb 521; dur 7; cd 15) 0.1 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 Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 521 damage for 7 turns. 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 spell talent. Press to compare to your current inscriptions | 
|  shielding rune of the wizard (absorb 404; dur 4; cd 17) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 404 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions | 
|  3 schematic: Ablative Armour 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Acid Groove 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  8 schematic: Air Recycler 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Alchemist's Helper 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  6 schematic: Antimagic Shell 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  10 schematic: Armour Reinforcement 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Back Support 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Black Light Emitter 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Botanical Shell 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Brain Flare 0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  8 schematic: Corrosive Shell 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Crystal Edge 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Crystal Plating 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  6 schematic: Deflection Field 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Explosive Shell 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Fatal Attractor 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  7 schematic: Fiery Salve 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  6 schematic: Fireproof Coating 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Flare Shell 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Flash Powder 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Focus Lens 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  7 schematic: Frost Salve 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  7 schematic: Fungal Web 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Galvanic Retributor 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Grounding Strap 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Hand Cannon 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  8 schematic: Headlamp 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  7 schematic: Healing Salve 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Hook Shell 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Incendiary Groove 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  7 schematic: Iron Grip 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Itching Powder 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  9 schematic: Kinetic Stabiliser 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Lightning Coil 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  6 schematic: Magnetic Shell 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Mana Coil 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Mental Stimulator 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Moss Tread 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Pain Suppressor Salve 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  6 schematic: Poison Groove 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Power Distributor 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Razor Edge 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Rocket Boots 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Rustproof Coating 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  9 schematic: Saw Projector 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  9 schematic: Saw Shell 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  9 schematic: Second Skin 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Shocking Edge 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Shocking Touch 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Silver Filigree 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Solid Shell 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Spike Attachment 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  8 schematic: Spring Grapple 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  13 schematic: Steamgun 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  11 schematic: Steamsaw 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Thunder Grenade 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  6 schematic: Thunderclap Coating 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Toxic Cannister Launcher 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Toxic Shell 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  8 schematic: Unstoppable Force Salve 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Viral Injector 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  6 schematic: Viral Needlegun 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Voltaic Sentry 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Water Salve 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Waterproof Coating 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: White Light Emitter 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Winterchill Edge 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  Sealed Scroll of Last Hope 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! | 
|  Scroll of Summoning (Limmir the Jeweler) 0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! | 
|  Barkblight 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature Res.pen +15% nature On Hit (Melee): * 10% chance to slow global speed by 64% ----- def ----- Resists +3% lightning +18% temporal +15% blight +12% cold +12% nature Pinning- +38% Knockbk- +37% Amulets make your neck look great! | 
|  Blazeriver 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% mind Res.pen +15% fire +5% mind +5% temporal Melee Ret 6 mind 6 fire Amulets make your neck look great! | 
|  Darkhunger the steel amulet 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +5 Wil +9 Cun dps ---------- Res.pen +15% cold ----- def ----- Resists +16% fire +6% darkness +16% cold ---------- misc See.Invis +9 Amulets make your neck look great! | 
|  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, 290 strength, based on Magic) for 5 turns. Uses 24 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. | 
|  The Far-Hand 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (188). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). 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. | 
|  Xuldaleth 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil +5 Cun +4 Con dps ---------- Dmg.mod +6% acid Res.pen +25% physical Acc +25 (+7 eff.) ----- def ----- Phys.save +18 (+5 eff.) Max.HP +54.00 HP.reg +5.00 ---------- misc See.Invis +15 Amulets make your neck look great! | 
|  gold amulet 'Neroldavena' 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Mag +8 Wil +9 Con dps ---------- Dmg.mod +15% physical Apr +8 ----- def ----- Phys.save +12 (+3 eff.) Max.HP +54.00 HP.reg +7.00 ---------- misc Light +3 Amulets make your neck look great! | 
|  Orb of Many Ways 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 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. | 
|  Bloodcaller 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. | 
|  Cyribrenor the gold ring 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +3 Dex +5 Mag +5 Cun dps ---------- Dmg.mod +16% mind ----- def ----- Resists +16% mind Mind.save +18 (+4 eff.) Die.at -60.00 life ---------- misc Stam/turn +2.00 Max.psi +40.00 Rings make your fingers look great! | 
|  Frozennaught 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +3% cold ----- def ----- Defense +5 (+1 eff.) Resists +6% light +6% darkness Phys.save +3 (+1 eff.) Rings make your fingers look great! | 
|  Inertial Twine 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. | 
|  Islesethra the Murkwedge 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +15% acid Melee Ret 8 darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 36 * 20% chance to reduce armor by 47% ----- def ----- Resists +18% acid +9% darkness HP.reg +7.00 Stun/Frz- +35% Rings make your fingers look great! | 
|  Isuthra 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Resists +6% acid +3% blight Pinning- +10% Teleport- +20% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 75% 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! | 
|  Ring of the Dead 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. | 
|  The Black Ring 0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+2 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." | 
|  Wheel of Fate 0.1 T2 ring jewelry [Unique] Arcane While equipped: 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. Uses 1 power out of 1/1 "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? | 
|  copper ring 'Blizzardseam' 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Res.pen +5% blight +15% cold +5% temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 36 ----- def ----- Resists +6% blight +6% temporal Rings make your fingers look great! | 
|  gold ring 'Blizzardenvy' 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Str dps ---------- Crit.mult +15.00% Phys.pwr +25 (+4 eff.) Spell.pwr +20 (+4 eff.) Dmg.mod +9% cold +6% arcane +15% fire ----- def ----- Defense +20 (+6 eff.) Resists +30% fire Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! | 
|  gold ring 'Zerelesin' 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str dps ---------- Res.pen +5% mind +15% blight ----- def ----- Armour +16 Resists +9% mind Max.HP +59.00 HP.reg +11.00 Heal.mod +13% Rings make your fingers look great! | 
|  steel ring 'Zanidunablek' 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun +10 Dex dps ---------- Dmg.mod +11% nature +3% mind Res.pen +15% mind Acc +14 (+4 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 36 ----- def ----- Resists +22% nature Rings make your fingers look great! | 
|  stralite ring 'Snowhack' 0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% temporal +30% cold Res.pen +20% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% acid +36% cold +12% temporal Rings make your fingers look great! | 
|  stralite ring 'Wildtaint' 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +24% arcane Res.pen +25% arcane Melee Ret 4 acid On Hit (Melee): * 20% chance to slow global speed by 64% * 20% chance to reduce armor by 47% ----- def ----- Fatigue -8% Resists +5% arcane ---------- misc Max.enc +35 Rings make your fingers look great! | 
|  Emeledhevea (49-59 power, 6 apr, arcane element) 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 49.0 - 58.8 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +4 Wil +1 Cun dps ---------- Spell.crit +5% Spell.pwr +29 (+5 eff.) Dmg.mod +49% arcane Phasing +27% ----- def ----- Defense +24 (+8 eff.) Shield.pwr +15% ---------- misc Infravis +1 See.Invis +15 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Sceptre of the Archlich (40-48 power, 12 apr, darkness element) 5.0 T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+8 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. | 
|  cruel dragonbone magestaff of greater warding (30-36 power, 6 apr, cold element) 5.0 T5 staff 2H weapon [Ego+] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +15.00% Spell.pwr +15 (+3 eff.) Dmg.mod +30% cold ----- def ----- Armour +9 Defense +9 (+3 eff.) ---------- misc Wards +3 cold Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  greater dragonbone magestaff of might (30-36 power, 6 apr, fire element) 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +25 (+5 eff.) Dmg.mod +30% lightning +30% cold +30% arcane +30% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  lifebinding dragonbone starstaff (30-36 power, 6 apr, darkness element) 5.0 T5 staff 2H weapon [Ego+] Nature Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +5% Spell.pwr +20 (+4 eff.) Dmg.mod +30% darkness ----- def ----- HP.reg +1.70 Heal.mod +23% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Delysus the rough leather belt 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Resists +6% lightning +5% temporal +6% light Crit.chn- 5.00% Max.HP +40.00 Disease- +10% A belt that goes around your waist. | 
|  Manavor the Ashwell 1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Str +2 Wil dps ---------- Crit.mult +20.00% Phys.pwr +15 (+3 eff.) Mind.pwr +15 (+4 eff.) Dmg.mod +3% fire ----- def ----- Defense +15 (+5 eff.) Resists +6% acid +6% fire +6% lightning +6% cold ---------- misc Max.psi +20.00 A belt that goes around your waist. | 
|  Strikeoblivion 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +12% darkness +6% acid ----- def ----- Resists +18% lightning +6% fire +6% cold A belt that goes around your waist. | 
|  Skyknave (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Cun +2 Mag dps ---------- Mind.crit +4% Mind.pwr +15 (+4 eff.) Res.pen +20% lightning Melee Ret 4 mind ----- def ----- Defense +2 (+0 eff.) Phys.save +7 (+2 eff.) Mind.save +7 (+2 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. | 
|  Shocktorrent the pair of dwarven-steel boots (0 def, 10 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +18% lightning ----- def ----- Armour +10 Fatigue +3% Resists +12% lightning +9% darkness +15% blight ---------- misc Infravis +2 See.Invis +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  undeterred pair of dwarven-steel boots of tirelessness (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +31% Confus- +20% Stun/Frz- +25% ---------- misc Stam/turn +0.60 Max.stam +24.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Ruthless Grip (0 def, 5 armour) 1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Level 3.0 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 22.50 mind and 22.50 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 25% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 24. Terrified: Deals 5.50 mind and 5.50 darkness damage per turn and increases cooldowns by 38%. Haunted: Causes the target to suffer 8.86 mind and 8.86 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. | 
|  Zanerim (0 def, 2 armour) 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +1 Dex ----- def ----- Armour +2 HP.reg +4.00 Poison- +20% Cut- +20% Confus- +20% ---------- misc Stam/turn +4.30 Max.stam +21.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  drakeskin leather gloves 'Searwing' (0 def, 3 armour) 1.0 T4 hands armor [Rare] Arcane While equipped: Stats +6 Dex +16 Mag +4 Wil dps ---------- Dmg.mod +9% arcane +3% fire ----- def ----- Armour +3 Crit.chn- 15.00% ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  voratun gauntlets 'Deepsmarrow' (0 def, 3 armour) 1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 14 lightning Dmg.mod +10% lightning +6% darkness Res.pen +10% nature Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Armour +3 Fatigue +5% Resists +8% lightning +15% nature +20% darkness +12% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  X-Ray Goggles (10 def, 0 armour) 2.0 T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun dps ---------- Acc +20 (+5 eff.) ----- def ----- Defense +10 (+3 eff.) Blind- +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 30 power out of 30/30 How do these even work? | 
|  Yaragas the voratun helm (7 def, 5 armour) 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +9 Str +8 Dex +8 Cun dps ---------- Mind.pwr +15 (+4 eff.) Dmg.mod +15% mind Acc +11 (+3 eff.) Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 36 On Melee Ret: * 18% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +7 (+2 eff.) Fatigue +5% Resists +20% light +18% darkness Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 456.6 Physical damage. If the attack hits, the target is confused (34% effect) for 5 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. | 
|  Bokulin the Nimbuswrither (0 def, 10 armour, 66-80 power, 187.5 block) 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 66.5 - 79.8 Physical Uses 60% Wil, 50% Mag Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +188 Melee+ +22 cold On Hit.r1 +8 lightning While equipped: Stats +5 Wil dps ---------- Dmg.mod +6% arcane Phasing +30% On shield block: * Deals 209 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% Resists +18% physical +18% blight +16% cold +20% nature ---------- misc Mana/s.crit +2.00 Max.vim +50.00 Talents +1 Block Handheld deflection devices. | 
|  Chamurand (15 def, 10 armour, 67-80 power, 235 block) 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane When used to Attack: Power 67.0 - 80.4 Physical Uses 60% Wil, 50% Mag Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +235 Melee+ +26 light +30 darkness While equipped: Stats +13 Cun +9 Mag dps ---------- Dmg.mod +36% light +33% darkness ----- def ----- Armour +10 Defense +15 (+5 eff.) Fatigue +8% Resists +50% light +3% blight +6% mind +48% darkness Max.HP +60.00 ---------- misc Talents +1 Block Handheld deflection devices. This object's appearance was changed to Piercing Gaze. | 
|  Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block) 7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 40.0 - 48.0 Physical Uses 60% Wil, 50% Mag Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +180 While equipped: dps ---------- On shield block: * 30% chance of petrifying the attacker. ----- def ----- Armour +25 Defense +5 (+1 eff.) Rng.Def +10 (+4 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. | 
|  Sanguine Shield (0 def, 15 armour, 40-48 power, 220 block) 7.0 T4 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 40.0 - 48.0 Physical Uses 72% Wil, 50% Mag Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. | 
|  The Black Wall (12 def, 9 armour, 52-62 power, 200 block) 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 52.0 - 62.4 Darkness Uses 60% Wil, 50% Mag Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +200 While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+4 eff.) Rng.Def +15 (+5 eff.) Fatigue +28% ---------- misc Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." | 
|  Titanic (20 def, 18 armour, 48-58 power, 320 block) 7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 60% Wil, 50% Mag Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+6 eff.) Rng.Def +10 (+4 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. | 
|  swashbuckler's voratun shield of patience (0 def, 10 armour, 70-84 power, 190.5 block) 7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 70.0 - 84.0 Physical Uses 60% Wil, 50% Mag Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +190 While equipped: Stats +6 Str +2 Dex dps ---------- Acc +13 (+4 eff.) ----- def ----- Armour +10 Fatigue +8% Resists +10% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (475) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. | 
|  voratun shield 'Hettyndil' (0 def, 10 armour, 72-87 power, 249.5 block) 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 72.5 - 87.0 Physical Uses 60% Wil, 50% Mag Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +250 While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 382 physical damage over 5 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% Resists +8% acid +13% cold +8% fire +9% mind +36% lightning Max.HP +100.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Talents +1 Block Handheld deflection devices. | 
|  demon seed [Lithfengel] (50, body) 0.0 T5 demon seed [Unique] Arcane Attachable to body When attached: ----- def ----- Disease- +100% ---------- misc Talents +5 Diseased Body Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [daelach] (49, body) 0.0 T5 demon seed [Unique] Arcane Attachable to body When attached: ----- def ----- Stun/Frz- +99% Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [dúathedlen] (48, body) 0.0 T5 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +5 Shadowmeld Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [quasit] (50, body) 0.0 T5 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +5 Overpower Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [thaurhereg] (46, body) 0.0 T5 demon seed [Unique] Arcane Attachable to body When attached: ----- def ----- Silence- +94% Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [uruivellas] (45, body) 0.0 T5 demon seed [Unique] Arcane Attachable to body When attached: dps ---------- All.spd +18% Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [water imp] (43, body) 0.0 T5 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +5 Blackice Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [wretch titan] (42, body) 0.0 T5 demon seed [Unique] Arcane Attachable to body When attached: ----- def ----- Crit.chn- 31.00% Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [wretchling] (35, body) 0.0 T4 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +4 Acidic Bath Demon status: alive (67% life). The seed of a demon. | 
|  demon seed [Draebor, the Imp] (50, finger) 0.0 T5 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Talents +5 Blazing Phase Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [daelach] (49, finger) 0.0 T5 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +3.00 Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [dolleg] (50, finger) 0.0 T5 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [dúathedlen] (42, finger) 0.0 T5 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [fire imp] (47, finger) 0.0 T5 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (18% life). The seed of a demon. | 
|  demon seed [onilug] (44, finger) 0.0 T5 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [quasit] (50, finger) 0.0 T5 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +3.00 Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [thaurhereg] (47, finger) 0.0 T5 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +2.00 Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [uruivellas] (45, finger) 0.0 T5 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +2.00 Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [wretch titan] (47, finger) 0.0 T5 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +3.00 Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [wretchling] (42, finger) 0.0 T5 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (13% life). The seed of a demon. | 
|  demon seed [daelach] (50, mainhand) 0.0 T5 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Doom Tendrils Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [dúathedlen] (46, mainhand) 0.0 T5 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Corrupt Light Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [onilug] (44, mainhand) 0.0 T5 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Cursed Arm Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [quasit] (50, mainhand) 0.0 T5 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Farstrike Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [thaurhereg] (48, mainhand) 0.0 T5 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Silence Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [uruivellas] (18, mainhand) 0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Disarm Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [water imp] (42, mainhand) 0.0 T5 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Frost Grab Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [wretch titan] (50, mainhand) 0.0 T5 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Corrosive Cone Demon status: alive (74% life). The seed of a demon. | 
|  demon seed [wretchling] (44, mainhand) 0.0 T5 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Corrosive Slashes Demon status: alive (90% life). The seed of a demon. | 
|  demon seed [daelach] (50, offhand) 0.0 T5 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +5 Fiery Portal Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [dolleg] (41, offhand) 0.0 T5 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +5 Pain Affinity Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [dúathedlen] (42, offhand) 0.0 T5 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Telepathy Humanoid Demon Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [fire imp] (35, offhand) 0.0 T4 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +28% blight +28% fire +28% physical Dmg.red +18 blight +18 fire +18 physical Demon status: alive (90% life). The seed of a demon. | 
|  demon seed [onilug] (50, offhand) 0.0 T5 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +5 Hexed Shield Demon status: alive (13% life). The seed of a demon. | 
|  demon seed [thaurhereg] (48, offhand) 0.0 T5 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +5 Blood Shield Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [uruivellas] (45, offhand) 0.0 T5 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +5 Doom Storm Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [water imp] (50, offhand) 0.0 T5 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Dmg.mod +32% blight +32% fire +32% darkness Res.pen +25% blight +25% fire +25% darkness Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [wretch titan] (43, offhand) 0.0 T5 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +5 Acid Burst Demon status: alive (100% life). The seed of a demon. | 
|  11 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  809 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. | 
|  9 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. | 
|  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. | 
|  5 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. | 
|  7 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 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. | 
|  8 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. | 
|  sapphire 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 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. | 
|  7 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 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. | 
|  Tooth of the Mouth (dig speed 12 turns) 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
|  Forbidden Tome: "The Day It Came" 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? | 
|  9 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. | 
|  5 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. | 
|  9 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  4 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. | 
|  Hathulentir the alchemist's lamp 1.0 T3 lite [Random Unique] Arcane/Psionic While equipped: Stats +1 Con dps ---------- Dmg.mod +9% acid ----- def ----- Defense +10 (+3 eff.) Resists +3% acid +7% cold +7% temporal Crit.chn- 10.00% Phys.save +13 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save +24 (+6 eff.) Def/telep +14 Res/telep +14% Dur/telep +22% ---------- misc Light +6 Infravis +2 See.Stealth +12 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  brass lantern 'Mehell' 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str +1 Dex +1 Mag +3 Cun ----- def ----- Resists +6% nature Max.HP +42.00 ---------- misc Light +3 Infravis +1 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. | 
|  Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. | 
|  Crystal Heart 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. | 
|  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 On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. 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. | 
|  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. | 
|  Demonic Orb of Many Ways 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 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. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  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. | 
|  61 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. | 
|  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. | 
|  9 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. | 
|  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. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 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 480.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. | 
|  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. | 
|  It Which Writhes 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. | 
|  Mirewing [power 57]  (25 cooldown) 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 64% ----- def ----- Armour +8 Defense +20 (+6 eff.) Resists +6% lightning ---------- misc Light +1 Setup a psionic shield, reducing all damage taken by 57 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  Getysta the Glitterblack [power 284]  (15 cooldown) 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +15% light +5% acid Melee Ret 8 acid ----- def ----- Resists +5% arcane +12% acid ---------- misc Light +2 Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 15 cooldown 100% to increase all damage penetration by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  ash totem of summon tentacle 'Haleroddagund' [power 165]  (25 cooldown) 2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +20.00% Phys.pwr +15 (+3 eff.) ----- def ----- Die.at -40.00 life ---------- misc Hate/m.crit +5.00 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 449 Base Damage: 171 Armor: 16 All Resist: 12 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  7 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. | 
|  Brodivor [power 116]  (20 cooldown) 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +20% acid ----- def ----- Resists +12% blight +3% fire +5% arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Issilar the ash wand of clairvoyance [power 10]  (15 cooldown) 2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +4 Str dps ---------- Phys.crit +1.0% ---------- misc Max.stam +10.00 Wards +3 acid +2 fire +3 light +3 mind Talents +1 Ward Reveal the area around you, dispelling darkness (radius 10, power 73 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. 100% to reduce fatigue by 22% for 2 turns. 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 (+4 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 92 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. | 
|  Shimmertrail [power 482]  (15 cooldown) 2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +6 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +9% physical ----- def ----- Resists +9% lightning Die.at -40.00 life ---------- misc Wards +4 acid +4 temporal +2 mind +5 arcane Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 122 lightning damage and will be dazed for 1 turn (612 total damage) Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. 100% to increase all damage by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  moonstone 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 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. | 
|  9 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. | 
|  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. | 
|  6 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  5 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 A dangerous secret (Insane (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Insane (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.By Ivota the Dwarf Adventurer level 39
19th Gold 123rd year of Ascendancy at 12:54 see stats
 A different point of view (Insane (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Insane (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Ivota the Dwarf Adventurer level 29
12nd Shortage 122nd year of Ascendancy at 06:51 see stats
 Against all odds (Insane (Adventure) difficulty)
			Killed Ukruk in the ambush.
			Against all odds (Insane (Adventure) difficulty)
			Killed Ukruk in the ambush.By Ivota the Dwarf Adventurer level 39
17th Gold 123rd year of Ascendancy at 17:40 see stats
 Arachnophobia (Insane (Adventure) difficulty)
			Destroyed the spydric menace.
			Arachnophobia (Insane (Adventure) difficulty)
			Destroyed the spydric menace.By Ivota the Dwarf Adventurer level 44
41st Stralite 123rd year of Ascendancy at 00:30 see stats
 Back and there again (Insane (Adventure) difficulty)
			Opened a portal to the Far East from Maj'Eyal.
			Back and there again (Insane (Adventure) difficulty)
			Opened a portal to the Far East from Maj'Eyal.By Ivota the Dwarf Adventurer level 50
5th Shortage 123rd year of Ascendancy at 17:32 see stats
 Brave new world (Insane (Adventure) difficulty)
			Went to the Far East and took part in the war.
			Brave new world (Insane (Adventure) difficulty)
			Went to the Far East and took part in the war.By Ivota the Dwarf Adventurer level 42
34th Stralite 123rd year of Ascendancy at 13:07 see stats
 Clone War (Insane (Adventure) difficulty)
			Destroyed your own Shade.
			Clone War (Insane (Adventure) difficulty)
			Destroyed your own Shade.By Ivota the Dwarf Adventurer level 50
13rd Iron 124th year of Ascendancy at 12:08 see stats
 Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Ivota the Dwarf Adventurer level 23
41st Dearth 122nd year of Ascendancy at 05:03 see stats
 Destroyer of the creation (Insane (Adventure) difficulty)
			Killed Slasul.
			Destroyer of the creation (Insane (Adventure) difficulty)
			Killed Slasul.By Ivota the Dwarf Adventurer level 45
31st Profit 123rd year of Ascendancy at 05:05 see stats
 Destroyer's bane (Insane (Adventure) difficulty)
			Killed Golbug the Destroyer.
			Destroyer's bane (Insane (Adventure) difficulty)
			Killed Golbug the Destroyer.By Ivota the Dwarf Adventurer level 41
29th Stralite 123rd year of Ascendancy at 23:24 see stats
 Dragon's Greed (Insane (Adventure) difficulty)
			Amassed 8000 gold pieces.
			Dragon's Greed (Insane (Adventure) difficulty)
			Amassed 8000 gold pieces.By Ivota the Dwarf Adventurer level 34
7th Gold 123rd year of Ascendancy at 20:25 see stats
 Earth Master (Insane (Adventure) difficulty)
			Killed Harkor'Zun.
			Earth Master (Insane (Adventure) difficulty)
			Killed Harkor'Zun.By Ivota the Dwarf Adventurer level 29
19th Shortage 122nd year of Ascendancy at 15:19 see stats
 Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.By Ivota the Dwarf Adventurer level 23
45th Dearth 122nd year of Ascendancy at 08:12 see stats
 Eye of the storm (Insane (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Insane (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Ivota the Dwarf Adventurer level 32
16th Iron 123rd year of Ascendancy at 13:23 see stats
 Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!
			Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!By Ivota the Dwarf Adventurer level 24
16th Loss 122nd year of Ascendancy at 07:24 see stats
 Home sweet home (Insane (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Insane (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ivota the Dwarf Adventurer level 29
12nd Shortage 122nd year of Ascendancy at 05:46 see stats
 Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Ivota the Dwarf Adventurer level 10
33rd Profit 122nd year of Ascendancy at 08:36 see stats
 Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Ivota the Dwarf Adventurer level 20
10th Dearth 122nd year of Ascendancy at 04:35 see stats
 Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.
			Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.By Ivota the Dwarf Adventurer level 30
20th Shortage 122nd year of Ascendancy at 06:53 see stats
 Level 40 (Insane (Adventure) difficulty)
			Got a character to level 40.
			Level 40 (Insane (Adventure) difficulty)
			Got a character to level 40.By Ivota the Dwarf Adventurer level 40
5th Stralite 123rd year of Ascendancy at 05:41 see stats
 Level 50 (Insane (Adventure) difficulty)
			Got a character to level 50.
			Level 50 (Insane (Adventure) difficulty)
			Got a character to level 50.By Ivota the Dwarf Adventurer level 50
5th Shortage 123rd year of Ascendancy at 16:35 see stats
 Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.By Ivota the Dwarf Adventurer level 40
20th Stralite 123rd year of Ascendancy at 00:18 see stats
 Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.
			Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.By Ivota the Dwarf Adventurer level 21
17th Dearth 122nd year of Ascendancy at 15:03 see stats
 Sliders (Insane (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.
			Sliders (Insane (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.By Ivota the Dwarf Adventurer level 41
30th Stralite 123rd year of Ascendancy at 04:34 see stats
 Squadmate (Insane (Adventure) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate (Insane (Adventure) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By Ivota the Dwarf Adventurer level 5
18th Voratun 122nd year of Ascendancy at 23:21 see stats
 Tales of the Spellblaze (Insane (Adventure) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.
			Tales of the Spellblaze (Insane (Adventure) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.By Ivota the Dwarf Adventurer level 29
12nd Shortage 122nd year of Ascendancy at 06:51 see stats
 That was close (Insane (Adventure) difficulty)
			Killed your target while having only 1 life left.
			That was close (Insane (Adventure) difficulty)
			Killed your target while having only 1 life left.By Ivota the Dwarf Adventurer level 29
12nd Shortage 122nd year of Ascendancy at 01:13 see stats
 The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Ivota the Dwarf Adventurer level 13
10th Wealth 122nd year of Ascendancy at 11:08 see stats
 The Legend of Garkul (Insane (Adventure) difficulty)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Insane (Adventure) difficulty)
			Learned the five chapters of the Legend of Garkul.By Ivota the Dwarf Adventurer level 29
12nd Shortage 122nd year of Ascendancy at 06:51 see stats
 The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By Ivota the Dwarf Adventurer level 5
25th Profit 122nd year of Ascendancy at 16:13 see stats
 There and back again (Insane (Adventure) difficulty)
			Opened a portal to Maj'Eyal from the Far East.
			There and back again (Insane (Adventure) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Ivota the Dwarf Adventurer level 47
11st Dearth 123rd year of Ascendancy at 07:03 see stats
 Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.By Ivota the Dwarf Adventurer level 23
1st Loss 122nd year of Ascendancy at 23:21 see stats
 Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Ivota the Dwarf Adventurer level 16
23rd Wealth 122nd year of Ascendancy at 22:59 see stats
 Vampire crusher (Insane (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Insane (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Ivota the Dwarf Adventurer level 38
16th Gold 123rd year of Ascendancy at 23:36 see stats
 Well trained (Insane (Adventure) difficulty)
			Deal one million damage to training dummies in a single training session.
			Well trained (Insane (Adventure) difficulty)
			Deal one million damage to training dummies in a single training session.By Ivota the Dwarf Adventurer level 47
15th Dearth 123rd year of Ascendancy at 04:00 see stats
Log
Ran for 45 turns (stop reason: at exit).
Saving done.
There is a Gates of Morning (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
There is a Gates of Morning (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Ran for 6 turns (stop reason: hostile spotted to the southwest (Orcs patrol)).
Today is the 28th Iron of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:36.
Ran for 3 turns (stop reason: hostile spotted to the west (Orcs patrol)).
Saving done.
The furious lightning storm around Ivota calms down and disappears.

























































