
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4:  | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Male | 
| Race | Lich | 
| Class | Necromancer | 
| Level / Exp | 37 / 76% | 
| Size | medium | 
| Lifes / Deaths | Killed by Aryrarin the banshee at level 30 on the 45th Dusk 123rd year of Ascendancy at 18:59  / 3Killed by Slasul at level 37 on the 64th Haze 123rd year of Ascendancy at 21:59 Killed by Filia ??? at level 37 on the 65th Haze 123rd year of Ascendancy at 00:24  | 
Primary Stats
| Strength | 28 (base 10) | 
| Dexterity | 15 (base 10) | 
| Constitution | 56 (base 38) | 
| Magic | 102 (base 60) | 
| Willpower | 96 (base 54) | 
| Cunning | 42 (base 11) | 
Resources
| Life | 754/754 | 
| Mana | 697/782 | 
| Soul | 14/18 | 
| Healing Factor | 1.6800460901468 | 
| Regeneration | 44.101209866353 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| Infravision | 5 | 
| See Stealth | 46.051968732286 | 
| See Invisible | 46.051968732286 | 
| ESP Range | 10 | 
| ESP Kinds | undead | 
Offense: Mainhand
| Damage | 47 | 
| Accuracy | 9 | 
| Crit Chance | 22% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 65 | 
| Crit Chance | 24% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 53 | 
| Crit Chance | 11% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +13% | 
| Light | +10% | 
| Nature | +24% | 
| Blight | +13% | 
| Darkness | +29% | 
| Mind | +10% | 
| All | +4% | 
Offense: Damage Penetration
| Light | +10% | 
| Nature | +15% | 
Defense: Base
| Armour (hardiness) | 20 (30%) | 
| Defense | 20 | 
| Ranged Defense | 20 | 
| Fatigue | 0 | 
| Physical Save | 45 | 
| Spell Save | 61 | 
| Mental Save | 58 | 
Defense: Resistances
| Blight | + 35%( 70%) | 
| Arcane | + 23%( 70%) | 
| Mind | + 34%( 70%) | 
| All | + 19%( 70%) | 
| Lightning | + 46%( 70%) | 
| Darkness | + 35%( 70%) | 
| Cold | + 35%( 70%) | 
| Fire | + 31%( 70%) | 
| Nature | + 24%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 10% | 
| Fear Resistance | 100% | 
| Poison Resistance | 100% | 
| Blind Resistance | 100% | 
| Silence Resistance | 20% | 
| Bleed Resistance | 100% | 
| Disarm Resistance | 10% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 60% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 476 damage for 5 turns. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 131 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat.  | 
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you.  | 
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 555.36 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences.  | 
Class Talents
| Spell / Glacial waste | 1.30 | 
  | 4/5 | 
  | 3/5 | 
  | 1/5 | 
  | 5/5 | 
| Spell / Nightfall | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Dreadmaster | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Death | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Grave | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Eradication | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Spell / Master of bones | 1.30 | 
  | 5/5 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
| Spell / Animus | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 4/5 | 
  | 2/5 | 
| Spell / Master necromancer | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
| Spell / Master of flesh | 1.30 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 1/5 | 
  | 0/5 | 
| Race / Shalore | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Undead / Lich | 1.00 | 
  | 3/5 | 
  | 4/5 | 
  | 1/5 | 
  | 0/5 | 
| Spell / Spectre | 1.30 | 
  | 2/5 | 
  | 2/5 | 
  | 1/5 | 
  | 2/5 | 
| Spell / Necrosis | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
Prodigies
  | 1/1 | 
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn 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 taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. 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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did.  | 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor.  | done | 
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done | 
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +5.  | done | 
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5.  | done | 
You failed to protect the lost sun paladin from death by orc corruptor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed | 
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)).  | done | 
You failed to protect the repented thief from death by Layythra the ghoulking. Escort: repented thief (level 5 of Dreadfell) | failed | 
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Magic by +5.  | done | 
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom!  | 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 treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal..  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there.  | done | 
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 OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 564.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 worldUpon 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 AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed faerlhing fang. * You've found the needed bear paw. You have aided Agrimley the hermit in creating an elixir of focus. 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 honey tree root. * You've found the needed hummerhorn wing. * 'Needed: one ritch stinger. Keep as much venom in it as possible.'  | active | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | done | 
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | active | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The 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 within5 lumberjacks have died.  | done | 
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert.  | active | 
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* Find a Blood-Runed Athame. * Find a Resonating Diamond.  | active | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  Betoganor the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Arcane/Master/Psionic While equipped: Stats +4 Str +5 Wil offense ------ Physical Power +10 (+5 eff.) Spellpower +5 (+2 eff.) Mindpower +11 (+4 eff.) defense ------ Armor +3 Resistance +5% arcane Life +40.00 Life Regen +4.00 Poison Resist +20% Knockbk Resist +20% A pair of boots made of leather.  | 
| Light source |  Glittersweep1.0 Encumbrance T3 lite [Random Unique] Nature While equipped: Stats +5 Wil +1 Con offense ------ Physical Crit +5.0% Critical power +11.00% Physical Power +7 (+4 eff.) Damage +6% light +6% mind Ignore resists +10% light When Hit 8 mind defense ------ Resistance +8% blight +6% mind Physical save +8 (+2 eff.) Life Regen +6.00 Healmod +17% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head |  Eye of the Forest (8 def, 0 armour) =GUD=2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+4 eff.) Mind save +12 (+4 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears.  | 
| Tool |  Harilin [power 116]  (20 cooldown) =GUD SHEET=2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Spell Crit +1% Damage +9% blight Ignore Shields +10% defense ------ Physical save +6 (+2 eff.) Mind save +3 (+1 eff.) Life +60.00 Disease Resist +20% 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 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
| On fingers |  savage's gold ring of arcana (+0.13/turn)0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Con defense ------ Spell save +12 (+3 eff.) Silence Resist +20% other ------- Mana/turn +0.13 Max stamina +12.00 Rings make your fingers look great!  | 
| On fingers |  titan's gold ring of life0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: Stats +7 Con defense ------ Physical save +14 (+4 eff.) Life +46.00 Life Regen +8.00 Healmod +10% Rings make your fingers look great!  | 
| Around waist |  Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.  | 
| In main hand |  Ichorraptor the elven-wood starstaff (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon [Rare] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+3 eff.) Damage +25% darkness defense ------ Armor +7 Defense +8 (+4 eff.) Resistance +18% lightning +12% blight +12% mind +6% nature Unlife -40.00 life Healmod +10% Cut Resist +20% other ------- Wards +2 darkness Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
| On hands |  Brodisin (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +6 Str +5 Mag +2 Wil +4 Cun +4 Con offense ------ Mindpower +5 (+1 eff.) On-Hit 25 mind 22 darkness On-Hit (Melee): * 15% chance to reduce all saves and defense by 32 defense ------ Armor +2 Mind save -9 (-3 eff.) other ------- Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Main armor |  Boltserpent (0 def, 4 armour)2.0 Encumbrance T4 cloth armor [Rare] Psionic While equipped: Stats +8 Cun +4 Wil offense ------ Physical Crit +3.0% Critical power +18.00% Damage +9% lightning defense ------ Armor +4 Resistance +12% lightning +13% all Physical save +12 (+4 eff.) Unlife -40.00 life other ------- Hate-on-crit +5.00 Psi-on-crit +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
| Cloak |  Ce'Nata the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +4 Dex +3 Con defense ------ Defense +2 (+1 eff.) Resistance +3% lightning Crit Resistance 15.00% Spell save +8 (+2 eff.) Mind save +12 (+4 eff.) Unlife -80.00 life Life Regen +4.00 Disease Resist +10% other ------- Stamina/turn +0.90 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  Armithad0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Str offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +15% fire Physical save +6 (+2 eff.) Life +100.00 Life Regen +4.00 Disarm Resist +10% Amulets make your neck look great!  | 
Inventory
 teleportation rune of the psychic (range 116; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 116 with a minimum range of 15. 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.  | 
 Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects!  | 
 Cyromithra the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +2 Wil +4 Mag offense ------ Spellpower +10 (+3 eff.) Spellpower/crit +11 Damage +15% temporal defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.14 Max mana +26.00 Amulets make your neck look great!  | 
 serendipitous steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck offense ------ Accuracy +7 (+7 eff.) defense ------ Defense +8 (+4 eff.) Resist unseen 10% Amulets make your neck look great!  | 
 Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ 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.  | 
 Infernotyphoon the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +6 Str +5 Cun +2 Con offense ------ Physical Power +6 (+3 eff.) Spellpower +7 (+2 eff.) Mindpower +7 (+2 eff.) Damage +18% fire +5% all Ignore resists +25% fire +10% cold Rings make your fingers look great!  | 
 copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +22.00 Disarm Resist +21% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great!  | 
 titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+2 eff.) Rings make your fingers look great!  | 
 titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+2 eff.) Rings make your fingers look great!  | 
 wizard's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+1 eff.) Rings make your fingers look great!  | 
 Duathelraven the ash vilestaff (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag 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 +6% Spellpower +17 (+5 eff.) Damage +15% darkness Ignore resists +10% darkness defense ------ Physical save +7 (+2 eff.) Spell save +6 (+1 eff.) Mind save +5 (+2 eff.) Life +20.00 Life Regen +4.00 Stun Resist +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 Earilerakan the Blazeworth (32-38 power, 5 apr, lightning element) =GUD LIGHTNING=5.0 Encumbrance T4 staff 2H weapon [Rare] Arcane Weapon Damage 32.0 - 38.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +17 (+5 eff.) Damage +46% lightning +12% cold Ignore resists +25% lightning +25% cold When Hit 6 lightning defense ------ Resistance +6% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 Relgirendur the dragonbone starstaff (30-36 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon [Rare] Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Str +2 Dex +3 Wil +2 Con offense ------ Spell Crit +10% Critical power +20.00% Spellpower +15 (+4 eff.) Damage +30% darkness Ignore resists +10% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 32 defense ------ Crit Resistance 15.00% other ------- Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 elm starstaff (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 elm starstaff of might (10-12 power, 2 apr, physical element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +3 (+1 eff.) Damage +10% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 elm vilestaff of power (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +8 (+2 eff.) Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 lifebinding elm magestaff of illumination (10-12 power, 2 apr, arcane element)5.0 Encumbrance T1 staff 2H weapon [Ego+] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Con offense ------ Spell Crit +1% Spellpower +6 (+2 eff.) Damage +10% arcane defense ------ Defense +5 (+3 eff.) Life Regen +0.50 Healmod +10% 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 135.19 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.  | 
 yew vilestaff 'Rainbright' (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag 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 +15.00% Spellpower +9 (+3 eff.) Damage +20% darkness +21% cold defense ------ Armor +4 Physical save +3 (+1 eff.) Unlife -80.00 life Teleport Resist +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 linen cloak of protection (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane While equipped: defense ------ Defense +1 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 linen cloak of the Shaloren (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +1 Wil defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 resilient cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Nature While equipped: defense ------ Defense +2 (+1 eff.) Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+4 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes.  | 
 dispeller's silk robe of light (+9%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +16% light defense ------ Resistance +9% lightning +6% darkness +32% light +7% blight +9% fire +10% cold +13% all Physical save +15 (+5 eff.) Spell save +28 (+7 eff.) Mind save +14 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 dreamer's woollen robe of power (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Spellpower +12 (+3 eff.) Damage +5% all defense ------ Resistance +14% darkness +10% mind +9% all Physical save +10 (+3 eff.) Spell save +12 (+3 eff.) Mind save +22 (+6 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 focusing silk robe of protection (2 def, 3 armour)2.0 Encumbrance T4 cloth armor [Ego] Master/Psionic While equipped: Stats +5 Mag +5 Wil defense ------ Armor +3 Defense +2 (+1 eff.) Resistance +13% all Physical save +17 (+5 eff.) other ------- Mana/turn +0.16 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 mindwoven linen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Arcane/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+0 eff.) Damage +6% acid +7% physical +5% fire +6% cold defense ------ Resistance +11% acid +11% physical +11% fire +11% cold +7% all Mind save +16 (+5 eff.) other ------- Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 mindwoven linen robe of the mind (+10%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) Damage +10% mind defense ------ Resistance +10% mind +7% all Mind save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 woollen robe 'Airburst' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: Stats +2 Wil offense ------ Damage +10% arcane +3% mind Ignore resists +20% lightning defense ------ Resistance +9% all Mind save +3 (+1 eff.) other ------- Psi when Hit +0.12 Max mana +10.00 Max psi +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Moldwrecker (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Mag +2 Cun +2 Con offense ------ On-Hit (Melee): * 20% chance to slow global speed by 60% defense ------ Armor +1 Fatigue -5% Physical save +5 (+1 eff.) other ------- Encumbrance +23 See Invisibility +3 A pair of boots made of leather.  | 
 Zelen the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Con offense ------ Mind Crit +3% Critical power +5.00% defense ------ Armor +1 Fatigue -4% Physical save +6 (+2 eff.) other ------- Encumbrance +24 Light +1 A pair of boots made of leather.  | 
 pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather.  | 
 scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +4 (+1 eff.) defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +10.00 A pair of boots made of leather.  | 
 hardened leather gloves 'Yvirin' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +4 Mag +2 Wil +3 Cun +1 Con offense ------ On-Hit 7 mind Damage +6% mind defense ------ Armor +2 Resistance +10% mind Blind Resist +20% 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.  | 
 Armugrim the Umbrawarden (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Wil offense ------ Damage +9% darkness defense ------ Defense +2 (+1 eff.) Resistance +12% light +6% acid Crit Resistance 15.00% Physical save +10 (+3 eff.) Pinning Resist +20% A pointy cloth hat, very wizardly...  | 
 Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 48.61 to 145.84 lightning damage (97.23 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms.  | 
 Tegrim the Chargebright (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Mag offense ------ Ignore resists +15% lightning +5% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 32 defense ------ Armor +1 Fatigue +1% other ------- See Invisibility +6 A cap made of leather.  | 
 cashmere wizard hat 'Halezor' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Arcane/Master While equipped: Stats +7 Wil offense ------ Mind Crit +2% Spellpower +7 (+2 eff.) Mindpower +25 (+8 eff.) Ignore resists +5% mind defense ------ Defense +2 (+1 eff.) Resistance +5% lightning +5% temporal +5% light +5% fire +5% nature +5% acid +5% blight +5% cold +5% arcane +5% darkness Physical save +10 (+3 eff.) other ------- Mana/turn +1.60 Mana when Hit +1.00 EQ when Hit +0.08 Hate-on-crit +2.00 Max mana +69.00 Manaflow: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly...  | 
 grounding linen wizard hat of frost (+6%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% cold defense ------ Defense +1 (+1 eff.) Resistance +6% lightning +6% temporal +16% cold A pointy cloth hat, very wizardly...  | 
 insulating rough leather cap of the depths (0 def, 1 armour) =WATER=2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: defense ------ Armor +1 Fatigue +1% Resistance +5% fire +5% cold other ------- Breathe water A cap made of leather.  | 
 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% A cap made of leather.  | 
 agate0.0 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 299 alchemist agate0.0 Encumbrance 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.  | 
 5 onyx0.0 Encumbrance 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.  | 
 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 opal0.0 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 iron pickaxe of endurance (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 woodsman's iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 4 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+10 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Celia's Still Beating Heart2.0 Encumbrance heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 75 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic.  | 
 Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it?  | 
 Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(147 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide.  | 
 brass lantern2.0 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.  | 
 Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +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.  | 
 Orb of Many Ways1.0 Encumbrance 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 Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
Plumpkin Plumpkin15.0 Encumbrance T3 plant misc [Plot Item] Unknown While carried: offense ------ Damage +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables).  | 
 2 garnet0.0 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 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 281/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Transmogrification Chest2.0 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.  | 
 elm totem of healing [power 110]  (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power.  | 
 4 amethyst0.0 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 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 yew wand of clairvoyance 'Emelaba' [power 12]  (15 cooldown) =not bad=2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +11 Mag offense ------ Spellpower/crit +10 Damage +12% arcane Ignore resists +20% blight When Hit 4 arcane other ------- Mana-on-crit +2.00 Reveal the area around you, dispelling darkness (radius 12, power 88 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to gain a 28% 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.  | 
 Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.  | 
 2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 2 amber0.0 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			A dangerous secret (Nightmare (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By Filia ??? the Lich Necromancer level 33
29th Haze 123rd year of Ascendancy at 20:17 see stats
			Against all odds (Nightmare (Roguelike) difficulty)
			Killed Ukruk in the ambush.By Filia ??? the Lich Necromancer level 33
10th Haze 123rd year of Ascendancy at 05:28 see stats
			Arachnophobia (Nightmare (Roguelike) difficulty)
			Destroyed the spydric menace.By Filia ??? the Lich Necromancer level 37
55th Haze 123rd year of Ascendancy at 11:45 see stats
			Brave new world (Nightmare (Roguelike) difficulty)
			Went to the Far East and took part in the war.By Filia ??? the Lich Necromancer level 35
51st Haze 123rd year of Ascendancy at 03:05 see stats
			Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
			Killed Borius in the Bearscape.By Filia ??? the Shalore Necromancer level 30
37th Dusk 123rd year of Ascendancy at 03:03 see stats
			Catch that Plumpkin! (Nightmare (Roguelike) difficulty)
			Finish the Plumpkin event.By Filia ??? the Lich Necromancer level 30
45th Dusk 123rd year of Ascendancy at 18:59 see stats
			Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Filia ??? the Shalore Necromancer level 14
27th Dusk 122nd year of Ascendancy at 13:54 see stats
			Destroyer's bane (Nightmare (Roguelike) difficulty)
			Killed Golbug the Destroyer.By Filia ??? the Lich Necromancer level 34
37th Haze 123rd year of Ascendancy at 04:22 see stats
			Don't Poosh it! (Nightmare (Roguelike) difficulty)
			Killed Kelad in the lost land of Poosh.By Filia ??? the Shalore Necromancer level 29
33rd Dusk 123rd year of Ascendancy at 07:00 see stats
			Dragon's Greed (Nightmare (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Filia ??? the Lich Necromancer level 34
34th Haze 123rd year of Ascendancy at 12:24 see stats
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By Filia ??? the Shalore Necromancer level 17
3rd Haze 122nd year of Ascendancy at 14:09 see stats
			Eye of the storm (Nightmare (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Filia ??? the Lich Necromancer level 31
76th Dusk 123rd year of Ascendancy at 16:59 see stats
			Home sweet home (Nightmare (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Filia ??? the Shalore Necromancer level 25
55th Regrowth 123rd year of Ascendancy at 11:34 see stats
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Filia ??? the Shalore Necromancer level 10
3rd Flare 122nd year of Ascendancy at 07:24 see stats
			Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.By Filia ??? the Shalore Necromancer level 20
37th Haze 122nd year of Ascendancy at 19:56 see stats
			Level 30 (Nightmare (Roguelike) difficulty)
			Got a character to level 30.By Filia ??? the Shalore Necromancer level 30
36th Dusk 123rd year of Ascendancy at 00:44 see stats
			Lichform (Nightmare (Roguelike) difficulty)
			Achieved your wild dreams of power and eternal life: you turned into a Lich!By Filia ??? the Lich Necromancer level 30
45th Dusk 123rd year of Ascendancy at 18:59 see stats
			Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Filia ??? the Shalore Necromancer level 19
26th Haze 122nd year of Ascendancy at 17:48 see stats
			Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.By Filia ??? the Shalore Necromancer level 27
20th Pyre 123rd year of Ascendancy at 14:25 see stats
			Sliders (Nightmare (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.By Filia ??? the Lich Necromancer level 35
37th Haze 123rd year of Ascendancy at 20:26 see stats
			That was close (Nightmare (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Filia ??? the Shalore Necromancer level 1
74th Pyre 122nd year of Ascendancy at 17:36 see stats
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Filia ??? the Shalore Necromancer level 8
2nd Summertide 122nd year of Ascendancy at 11:02 see stats
			The Restless Dead (Nightmare (Roguelike) difficulty)
			Disturbed an old battlefield and survived the consequences.By Filia ??? the Shalore Necromancer level 15
70th Dusk 122nd year of Ascendancy at 16:52 see stats
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By Filia ??? the Shalore Necromancer level 20
42nd Haze 122nd year of Ascendancy at 01:16 see stats
			Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Filia ??? the Shalore Necromancer level 24
54th Regrowth 123rd year of Ascendancy at 01:12 see stats
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Filia ??? the Shalore Necromancer level 18
4th Haze 122nd year of Ascendancy at 05:10 see stats
			Vampire crusher (Nightmare (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Filia ??? the Lich Necromancer level 32
9th Haze 123rd year of Ascendancy at 09:22 see stats
Log
You gain 4.16 gold from the transmogrification of orite trident of crippling (40-64 power, 13 apr).
You gain 1.25 gold from the transmogrification of orite trident (38-60 power, 13 apr).
You gain 1.25 gold from the transmogrification of orite trident (40-64 power, 13 apr).
You gain 4.57 gold from the transmogrification of elemental orite trident (40-64 power, 13 apr).
You gain 6.02 gold from the transmogrification of elemental deep-steel trident of corruption (26-41 power, 10 apr).
You gain 19.54 gold from the transmogrification of deep-steel trident 'Dayroar' (30-47 power, 10 apr).
You gain 4.88 gold from the transmogrification of chilling orite trident of daylight (38-61 power, 13 apr).
You gain 7.66 gold from the transmogrification of caustic orite trident of massacre (52-82 power, 13 apr).
You gain 9.03 gold from the transmogrification of caustic orite trident of erosion (38-60 power, 13 apr).
You gain 9.12 gold from the transmogrification of caustic orite trident of erosion (40-63 power, 13 apr).
You gain 5.88 gold from the transmogrification of caustic orite trident (38-62 power, 13 apr).
You gain 8.14 gold from the transmogrification of caustic orite trident (40-63 power, 13 apr).
You gain 8.17 gold from the transmogrification of arcing orite trident of ruin (40-65 power, 13 apr).
You gain 6.16 gold from the transmogrification of arcing orite trident of evisceration (36-58 power, 13 apr).
You gain 3.83 gold from the transmogrification of acidic orite trident of paradox (38-62 power, 13 apr).
You gain 9.00 gold from the transmogrification of manaburning pulsing mindstar of gales (14-15 power, 32 apr, nature damage).
You gain 5.86 gold from the transmogrification of balanced stralite mace of dampening (37-52 power, 5 apr).
You gain 4.43 gold from the transmogrification of truestriking stralite dagger (27-35 power, 9 apr).
There is a teleportation circle to the surface 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.
Talent Rain of Bears is ready to use.
Today is the 65th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Resting starts...
Rested for 13 turns (stop reason: died).
Filia ??? the level 37 lich necromancer failed to complete the lich ressurection ritual on level 1 of Yiilkgur, the Sher'Tul Fortress.























































































































