











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Items Vault 1.7.6Donators/Buyers bonus! Display class 1.7.0Display class icon on top off enemies Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Enhanced Object Compare 1.7.0Improves the "Press  
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
 Brightwood UI 1.7.6Brightwood UI - originally by daftigod. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Female | 
| Race | Cornac | 
| Class | Alchemist | 
| Level / Exp | 23 / 20% | 
| Size | medium | 
| Lifes / Deaths | Killed by giant spider at level 14 on the 43rd Dusk 122nd year of Ascendancy at 00:580 / 6 Killed by Ce'Nebeth the rogue at level 19 on the 8th Haze 122nd year of Ascendancy at 03:03 Killed by Gleriwyn the Guardian at level 22 on the 21st Regrowth 123rd year of Ascendancy at 07:50 Killed by golem (servant of BOMBACI) at level 22 on the 22nd Regrowth 123rd year of Ascendancy at 08:56 Killed by elven cultist at level 23 on the 46th Regrowth 123rd year of Ascendancy at 14:39 Killed by Grand Corruptor at level 23 on the 46th Regrowth 123rd year of Ascendancy at 20:12 | 
Primary Stats
| Strength | 20 (base 12) | 
| Dexterity | 17 (base 10) | 
| Constitution | 30 (base 21) | 
| Magic | 59 (base 50) | 
| Willpower | 45 (base 28) | 
| Cunning | 20 (base 16) | 
Resources
| Life | -117/544 | 
| Mana | 24/429 | 
| Positive | 116/116 | 
| Healing Factor | 1.2592147729953 | 
| Regeneration | 2.8332332392394 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +20% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| See Invisible | 2 | 
Offense: Mainhand
| Damage | 45 | 
| Accuracy | 31 | 
| Crit Chance | 4% | 
| APR | 0 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 42 | 
| Crit Chance | 12% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 29 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +10% | 
| Darkness | +10% | 
| Blight | +25% | 
| Cold | +29% | 
| Fire | +49% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +10% | 
Defense: Base
| Armour (hardiness) | 18 (35.65183292883%) | 
| Defense | 35 | 
| Ranged Defense | 35 | 
| Fatigue | 0 | 
| Physical Save | 28 | 
| Spell Save | 28 | 
| Mental Save | 20 | 
Defense: Resistances
| Acid | + 29%( 70%) | 
| Blight | + 35%( 70%) | 
| Physical | + 11%( 70%) | 
| Cold | + 70%( 70%) | 
| All | + 11%( 70%) | 
| Darkness | + 16%( 70%) | 
| Light | + 22%( 70%) | 
| Lightning | + 34%( 70%) | 
| Fire | + 45%( 70%) | 
| Nature | + 31%( 70%) | 
Defense: Immunities
| Pinning Resistance | 0% | 
| Confusion Resistance | 10% | 
| Teleport Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Disarm Resistance | 38% | 
Inscriptions (4/4)
| 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 230 damage for 3 turns. 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: Teleportation Use mode: Activated Range: melee/personal Cooldown: 16 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: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 51 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. | 
Class Talents
| Spell / Fire alchemy | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Spell / Explosive admixtures | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Spell / Golemancy | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Frost alchemy | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Acid alchemy | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
Generic Talents
| Spell / Stone alchemy | 1.30 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Chants | 1.00 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Spell / Staff combat | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Conditioning | 1.00 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
Quests
| 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 | active | 
| You successfully escorted the injured seer to the recall portal on level 3 of Old Forest.Escort: injured seer (level 3 of Old Forest) As a reward you improved Willpower by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest.Escort: lost sun paladin (level 4 of Old Forest) As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire.Escort: lost warrior (level 2 of Trollmire) As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done | 
| You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul.Escort: repented thief (level 1 of Ruins of Kor'Pul) As a reward you improved Dexterity by +5. | done | 
| You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest.Escort: temporal explorer (level 1 of Old Forest) As a reward you improved Magic by +5. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. | active | 
| 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 | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul 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. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active | 
| 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 You have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed snow giant kidney. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of greater demon bile. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed green worm. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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! | active | 
| 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 5 lumberjacks have died. | 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
| On feet |  Frost Treads (1 def, 4 armour) 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. | 
| Quiver |  51 alchemist opal 0.0 Encumbrance T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. | 
| Light source |  brass lantern of health 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +41.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  stabilizing cashmere wizard hat of fire (+18%) (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +4 Wil offense ------ Damage +12% fire defense ------ Defense +2 (+1 eff.) Resistance +18% fire Physical save +8 (+4 eff.) A pointy cloth hat, very wizardly... | 
| Tool |  dwarven-steel torque of gale force 'Tarrudin' [power 240]  (15 cooldown) 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +2 Dex offense ------ Ignore resists +10% physical Accuracy +25 (+10 eff.) defense ------ Armor +4 Defense +25 (+10 eff.) Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 240 physical damage Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  gladiator's gold ring of frost (+28%) 0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Str +6 Con offense ------ Physical Power +7 (+3 eff.) Damage +14% cold defense ------ Resistance +28% cold Rings make your fingers look great! | 
| On fingers |  Bloodcaller 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-6 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 20.56 You won the Ring of Blood trial, and this is your reward. | 
| Around waist |  nightruned rough leather belt of unlife 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight +6% light +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
| In main hand |  Kor's Fall (100% power, 0 apr, darkness element) 5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.3 Power cost 6 out of 2/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 129.46 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (259). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. | 
| On hands |  Firegrind the hardened leather gloves (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Damage +9% fire Accuracy +6 (+3 eff.) defense ------ Armor +2 Resistance +3% cold +6% light +12% nature Physical save +7 (+4 eff.) Mind save +6 (+3 eff.) Disarm Resist +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Main armor |  focusing cashmere robe of blight (+15%) (0 def, 0 armour) 2.0 Encumbrance T3 cloth armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil offense ------ Damage +15% blight defense ------ Resistance +15% blight +11% all other ------- Mana/turn +0.15 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak |  Myrin the cashmere cloak (2 def, 8 armour) 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: defense ------ Armor +8 Defense +2 (+1 eff.) Resistance +6% lightning +16% cold Life +20.00 Healmod +10% Disease Resist +20% Disarm Resist +10% Confus Resist +10% Teleport Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Abyssbearer the copper amulet 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +18% fire When Hit 6 fire 8 cold defense ------ Resistance +6% blight +6% cold Physical save +5 (+3 eff.) Life +33.00 Life Regen +2.00 Amulets make your neck look great! | 
Inventory
|  cruel yew vilestaff of warding (120% power, 4 apr, darkness element) 5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane/Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Critical power +11.00% Spellpower +9 (+3 eff.) Damage +20% darkness defense ------ Armor +5 Defense +6 (+3 eff.) other ------- Wards +2 darkness Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  The Warped Boots (2 def, 4 armour) 3.0 Encumbrance T5 feet armor [Unique] Unknown While equipped: offense ------ Physical Power +10 (+4 eff.) Spellpower +10 (+3 eff.) defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +8% Resistance +10% blight Spell save +10 (+5 eff.) Life +80.00 Life Regen -0.20 Spit Blight: Effective talent level: 3.0 Power cost 10 out of 50/50. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit blight at your target doing 257.99 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. | 
|  acidic dwarven-steel shield of lightning resistance (+18%) (0 def, 6 armour, 134% power, 82.5 block) 7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego] Nature/Master When used to Attack: Weapon Damage 134% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +82 On Hit: * 16% chance to reduce armor by 32% While equipped: offense ------ On-Hit 7 acid When Hit 7 acid defense ------ Armor +6 Fatigue +8% Resistance +18% lightning other ------- Talents +1 Block Handheld deflection devices. | 
|  cashmere wizard hat of decomposition (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Resistance +4% lightning +4% temporal +4% light +3% fire +5% nature +5% acid +4% blight +5% cold +5% darkness A pointy cloth hat, very wizardly... | 
|  steel amulet of manastreaming 0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +2 other ------- Mana/turn +0.20 Max mana +25.00 Amulets make your neck look great! | 
|  5 emerald 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  shimmering ash magestaff of illumination (111% power, 3 apr, cold element) 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane/Nature Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% cold defense ------ Defense +7 (+3 eff.) other ------- Mana/turn +0.10 Max mana +39.00 Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 91.46 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  woollen robe of alchemy (0 def, 0 armour) 2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +6% acid +5% physical +9% fire +6% cold defense ------ Resistance +11% acid +11% physical +10% fire +11% cold +9% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  steel ring of misery 0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun offense ------ On-Hit 12 physical On-Ranged-Hit 7 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 20 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 20 other ------- Hate-on-crit +1.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! | 
|  titan's steel ring of lightning (+22%) 0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Physical save +8 (+4 eff.) Rings make your fingers look great! | 
|  ash magestaff of warding (111% power, 3 apr, cold element) 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% cold defense ------ Armor +5 Defense +5 (+2 eff.) other ------- Wards +2 cold Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Toxincast the ash starstaff (111% power, 3 apr, blight element) 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Nature/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +7% Critical power +11.00% Spellpower +10 (+3 eff.) Damage +15% blight Ignore resists +10% nature defense ------ Defense +7 (+3 eff.) Resistance +6% nature +3% lightning Spell save +12 (+6 eff.) Life Regen +0.80 Healmod +13% other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 91.46 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  Steel Helm of Garkul (0 def, 6 armour) 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. | 
|  blurring rough leather belt of dampening 1.0 Encumbrance T1 belt armor [Ego+] Nature/Master While equipped: defense ------ Defense +10 (+5 eff.) Resistance +5% acid +6% fire +6% lightning +6% cold Stealth +6 A belt that goes around your waist. | 
|  ash wand of shielding [power 170]  (20 cooldown) 2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  insulating linen wizard hat of corrosion (+16%) (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% acid defense ------ Defense +1 (+0 eff.) Resistance +16% acid +6% fire +6% cold A pointy cloth hat, very wizardly... | 
|  Dayhunter the cashmere cloak (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +20% light defense ------ Defense +2 (+1 eff.) Resistance +6% blight +9% cold +5% arcane +12% darkness Life +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  regeneration infusion of the duelist (heal 283; 17 cd) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 283 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Frostserpent the pouch of stralite shots (19/19, 162% power, 5 apr) 3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Random Unique] Nature/Master Weapon Damage 163% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +5 Critical Rate +14.5% Capacity 19 Ignore Shields +30% On-ranged-hit +16 blight +20 cold +9 nature On Critical: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. | 
|  mindwoven woollen robe of fire (+18%) (0 def, 0 armour) 2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+2 eff.) Damage +12% fire defense ------ Resistance +9% all +18% fire Mind save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  cashmere wizard hat 'Isitta' (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Con offense ------ Critical power +5.00% Damage +14% acid +12% mind Accuracy +10 (+5 eff.) Ignore Armor +1 defense ------ Defense +2 (+1 eff.) Resistance +21% acid +6% mind A pointy cloth hat, very wizardly... | 
|  enlightening steel plate armour of delving (0 def, 9 armour) 17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego++] Master/Psionic While equipped: Stats +5 Str +4 Wil +4 Cun defense ------ Armor +9 Fatigue +22% Resistance +12% darkness +8% physical Mind save +12 (+6 eff.) other ------- Light +1 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. | 
|  Rod of Annulment (1/1) 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. | 
|  shatter afflictions rune of the wizard (absorb 81; cd 13) 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 81 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. 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 | 
|  20 topaz 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Imp Claw 2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 186.70 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. | 
|  psionicist's copper ring of sensing 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Blind Resist +22% other ------- Infravision +3 See Stealth +6 See Invisibility +5 Rings make your fingers look great! | 
|  15 spinel 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  rough leather belt 'Emelekira' 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +6% mind Spell save +3 (+1 eff.) Life +72.00 Pinning Resist +10% A belt that goes around your waist. | 
|  spellwoven linen robe of protection (2 def, 2 armour) 2.0 Encumbrance T1 cloth armor [Ego] Arcane/Master While equipped: offense ------ Spell Crit +2% Spellpower +2 (+0 eff.) defense ------ Armor +2 Defense +2 (+1 eff.) Resistance +7% all Physical save +16 (+8 eff.) Spell save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  insulating rough leather cap of constitution (+2) (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +1 Fatigue +1% Resistance +5% fire +5% cold A cap made of leather. | 
|  insulating pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +5% fire +5% cold other ------- Stamina/turn +0.40 Max stamina +11.00 A pair of boots made of leather. | 
|  Rod of Recall (1/1) 2.0 Encumbrance 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. | 
|  Elixir of the Fox 0.0 Encumbrance potion [Plot Item] Nature Permanently increase your dexterity and cunning by three. A vial of pink, airy fluid. | 
|  linen robe of alchemy  (0 def, 2 armour) 2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +6% acid +7% physical +7% fire +6% cold defense ------ Armor +2 Resistance +10% acid +11% physical +11% fire +10% cold +9% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  10 agate 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  13 ametrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  18 citrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  21 zircon 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  4 aquamarine 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  14 opal 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  14 amethyst 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  4 lapis lazuli 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  8 garnet 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  quartz 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  2 ruby 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  amber 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  618 alchemist aquamarine 0.0 Encumbrance T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. | 
|  221 alchemist onyx 0.0 Encumbrance T3 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. | 
|  brass lantern 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Demonic Soul 0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. | 
|  miner's iron pickaxe (dig speed 30 turns) 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Scrying Orb 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Transmogrification Chest 2.0 Encumbrance 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. | 
Achievements
 Curse Lifter
			Killed Ben Cruthdar the Cursed.
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By BOMBACI the Cornac Alchemist level 9
3rd Flare 122nd year of Ascendancy at 01:09 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By BOMBACI the Cornac Alchemist level 19
5th Haze 122nd year of Ascendancy at 03:59 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By BOMBACI the Cornac Alchemist level 10
3rd Dusk 122nd year of Ascendancy at 00:02 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By BOMBACI the Cornac Alchemist level 20
8th Haze 122nd year of Ascendancy at 17:03 see stats
 Rescuer of the lost
			Rescued the merchant from the assassin lord.
			Rescuer of the lost
			Rescued the merchant from the assassin lord.By BOMBACI the Cornac Alchemist level 22
63rd Haze 122nd year of Ascendancy at 03:09 see stats
 Size matters
			Did over 600 damage in one attack.
			Size matters
			Did over 600 damage in one attack.By BOMBACI the Cornac Alchemist level 22
20th Regrowth 123rd year of Ascendancy at 12:11 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By BOMBACI the Cornac Alchemist level 8
4th Mirth 122nd year of Ascendancy at 07:08 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By BOMBACI the Cornac Alchemist level 11
17th Dusk 122nd year of Ascendancy at 00:01 see stats
 Thralless
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless
			Freed at least 30 enthralled slaves in the slavers' compound.By BOMBACI the Cornac Alchemist level 23
39th Regrowth 123rd year of Ascendancy at 14:50 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By BOMBACI the Cornac Alchemist level 21
27th Haze 122nd year of Ascendancy at 03:10 see stats
Log
Grand Corruptor hits BOMBACI for 32 fire damage.
Grand Corruptor receives 112 healing.
BOMBACI receives 3 healing from Bloodcaller.
BOMBACI hits Grand Corruptor for 88 physical damage.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Drain.
BOMBACI is afflicted by a rotting disease!
Grand Corruptor hits BOMBACI for 171 blight damage.
Grand Corruptor receives 112 healing.
BOMBACI's Body of Fire hits Grand Corruptor for (41 to bones), 0 fire (0 total damage).
Rotting Disease from Grand Corruptor hits BOMBACI for 42 blight damage.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Blood Spray.
BOMBACI is afflicted by a decrepitude disease!
Grand Corruptor hits BOMBACI for 153 blight damage.
Grand Corruptor receives 112 healing.
Lava floor burns BOMBACI!
LIFE LOST WARNING!
Grand Corruptor hits BOMBACI for 40 fire damage.
BOMBACI receives 1 healing from Bloodcaller.
BOMBACI's Body of Fire hits Grand Corruptor for 41 fire damage.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Cyst Burst.
Grand Corruptor deactivates Fearscape.
Grand Corruptor hits BOMBACI for 137 blight damage.
Grand Corruptor receives 112 healing.
BOMBACI the level 23 cornac alchemist was debilitated by noxious blight before falling to death by Grand Corruptor on level 1 of Fearscape.
You are brought back from the Fearscape!
The raging fire around BOMBACI calms down and disappears.










































