













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. 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:
 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Normal Adventure | 
| Sex | Male | 
| Race | Lich | 
| Class | Necromancer | 
| Level / Exp | 50 / 2074% | 
| Size | medium | 
| Lifes / Deaths | Killed by Cyrewe the blue ooze at level 17 on the 34th Regrowth 123rd year of Ascendancy at 22:50 3 / 6Killed by Saloba the greater gwelgoroth at level 30 on the 10th Flare 123rd year of Ascendancy at 07:24 Killed by Saloba the greater gwelgoroth at level 30 on the 10th Flare 123rd year of Ascendancy at 08:22 Killed by Doomed Shade of JPP at level 38 on the 49th Pyre 124th year of Ascendancy at 13:25 Killed by Doomed Shade of JPP at level 38 on the 49th Pyre 124th year of Ascendancy at 13:31 Killed by Doomed Shade of JPP at level 38 on the 49th Pyre 124th year of Ascendancy at 15:54  | 
Primary Stats
| Strength | 19 (base 10) | 
| Dexterity | 43 (base 28) | 
| Constitution | 79 (base 60) | 
| Magic | 119 (base 60) | 
| Willpower | 56 (base 14) | 
| Cunning | 100 (base 60) | 
Resources
| Life | 1012/1012 | 
| Mana | 563/563 | 
| Soul | 9/13 | 
| Healing Factor | 1.7568020097746 | 
| Regeneration | 39.088844717485 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 10 | 
| Infravision | 6 | 
| See Invisible | 20 | 
| ESP Range | 10 | 
| ESP Kinds | undead | 
Offense: Mainhand
| Damage | 62 | 
| Accuracy | 54 | 
| Crit Chance | 69% | 
| APR | 35 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 20 | 
| Accuracy | 54 | 
| Crit Chance | 74% | 
| APR | 38 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 98 | 
| Crit Chance | 85% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 68 | 
| Crit Chance | 47% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +124% | 
| Acid | +39% | 
| Light | +39% | 
| Temporal | +54% | 
| Blight | +51% | 
| Physical | +37% | 
| Cold | +37% | 
| All | +27% | 
Offense: Damage Penetration
| Darkness | +95% | 
| Acid | +53% | 
| Arcane | +63% | 
| Cold | +100% | 
| All | +38% | 
Defense: Base
| Armour (hardiness) | 41 (51.69962066283%) | 
| Defense | 80 | 
| Ranged Defense | 80 | 
| Fatigue | 0 | 
| Physical Save | 76 | 
| Spell Save | 88 | 
| Mental Save | 93 | 
Defense: Resistances
| Acid | + 60%( 70%) | 
| Blight | + 64%( 70%) | 
| Arcane | + 51%( 70%) | 
| Cold | + 70%( 70%) | 
| All | + 38%( 70%) | 
| Darkness | + 70%( 70%) | 
| Light | + 51%( 70%) | 
| Temporal | + 70%( 70%) | 
| Physical | + 56%( 70%) | 
| Lightning | + 62%( 70%) | 
| Fire | + 68%( 70%) | 
| Nature | + 60%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 79% | 
| Fear Resistance | 100% | 
| Poison Resistance | 100% | 
| Blind Resistance | 100% | 
| Silence Resistance | 50% | 
| Bleed Resistance | 100% | 
| Teleport Resistance | 49% | 
| Instadeath Resistance | 100% | 
| Disarm Resistance | 39% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 695 damage for 5 turns. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 76 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.  | 
| 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: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. Its effects scale with your Constitution stat.  | 
Class Talents
| Spell / Glacial waste | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
| Spell / Master of flesh | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Nightfall | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
| Spell / Dreadmaster | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Age of dusk | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 4/5 | 
  | 5/5 | 
| Spell / Grave | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Eradication | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
| Spell / Master of bones | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Death | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Spell / Animus | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 2/5 | 
  | 2/5 | 
Generic Talents
| Race / Shalore | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
| Undead / Lich | 1.00 | 
  | 1/5 | 
  | 4/5 | 
  | 1/5 | 
  | 2/5 | 
| Spell / Spectre | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 4/5 | 
  | 1/5 | 
| Technique / Combat training | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 1/5 | 
  | 0/5 | 
| Spell / Necrosis | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 2/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Reaping | 
| talent | Eternal Night | 
| talent | Utterly Destroyed | 
| talent | Grim Shadow | 
| talent | Erupting Shadows | 
| talent | Doomed For Eternity | 
| talent | Spikes of Decrepitude | 
| talent | Golden Age of Necromancy | 
| talent | Hiemal Shield | 
| beneficial effect | Physical power, spellpower and all saves increased by 23. Commander of the Dead | 
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 | 
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower.  | done | 
You have 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 failed to protect the injured seer from death by snow giant thunderer. Escort: injured seer (level 1 of Daikara) | failed | 
You failed to protect the injured seer from death by rogue. Escort: injured seer (level 1 of Dreadfell) | failed | 
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +5.  | done | 
You failed to protect the lone alchemist from death by master vampire. Escort: lone alchemist (level 5 of Dreadfell) | failed | 
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)).  | done | 
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her.  | 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 | 
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there.  | 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 ice dragon that dwelled there.  | done | 
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some 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 an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains.  | active | 
You 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: 1934.  | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations.  | active | 
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost.  | done | 
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 | 
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be.  | done | 
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both.  | done | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the 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 within2 lumberjacks have died.  | done | 
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened.  | done | 
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat.  | done | 
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done | 
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond.  | done | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 |  Bokuyon the Starwither (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +3 Cun +5 Con offense ------ Physical Power +16 (+6 eff.) Spellpower +18 (+3 eff.) Mindpower +15 (+4 eff.) Damage +12% light defense ------ Armor +5 Resistance +3% blight +18% fire +9% lightning +21% temporal Physical save +18 (+5 eff.) Mind save +20 (+4 eff.) other ------- Light +3 A pair of boots made of leather.  | 
| Light source |  alchemist's lamp 'Arurissra'1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +1 Mag offense ------ Spellpower +10 (+2 eff.) Spellpower/crit +4 Damage +6% temporal defense ------ Life +55.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max mana +80.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head |  fearwoven elven-silk wizard hat of decomposition (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego++] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +8 (+2 eff.) Damage +20% darkness +10% physical defense ------ Defense +3 (+0 eff.) Resistance +5% lightning +7% temporal +5% light +6% fire +4% nature +8% acid +18% physical +6% blight +8% cold +21% darkness other ------- Max hate +9.00 A pointy cloth hat, very wizardly...  | 
| On hands |  Nightoath (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Con offense ------ Spell Crit +7% Spellpower +6 (+1 eff.) On-Hit 14 darkness Damage +12% acid +7% darkness +12% blight Ignore resists +10% darkness When Hit 10 blight defense ------ Armor +3 Fatigue +5% Resistance +12% darkness +3% acid Physical save +17 (+4 eff.) Spell save +10 (+2 eff.) Mind save +8 (+1 eff.) Disarm Resist +39% other ------- Mana/turn +0.16 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Tool |  Void Shard2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +10 (+2 eff.) Damage +12% darkness +12% temporal When Hit 16 void defense ------ Resistance +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 337.26 temporal and 491.15 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight.  | 
| On fingers |  Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim.  | 
| On fingers |  Layetira0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Dex +1 Con offense ------ Critical power +15.00% Physical Power +15 (+5 eff.) Spellpower +17 (+3 eff.) Mindpower +14 (+4 eff.) Damage +9% temporal +18% darkness +8% all On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +6 Defense +5 (+1 eff.) Resistance +36% darkness Life +49.00 Life Regen +13.00 Healmod +17% Rings make your fingers look great!  | 
| Around neck |  The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you."  | 
| In main hand |  dragonbone vilestaff 'Bethilaith' (30-36 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Cun +3 Wil offense ------ Physical Crit +10.0% Spell Crit +24% Critical power +40.00% Physical Power +10 (+4 eff.) Spellpower +30 (+5 eff.) Mindpower +15 (+4 eff.) On-Hit 28 fire Damage +12% blight +30% darkness Accuracy +13 (+4 eff.) other ------- See Invisibility +20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
| Around waist |  Girdle of Preservation1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+4 eff.) Spell save +15 (+3 eff.) Mind save +15 (+3 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it.  | 
| In off hand |  voratun dagger 'Dimbone' (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Arcane/Master Weapon Damage 38.0 - 49.4 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% Ignore Shields +20% On Hit: * 20% chance to reduce damage dealt by 31% While equipped: Stats +8 Wil +9 Mag offense ------ Physical Crit +11.0% Spell Crit +2% Critical power +30.00% Spellpower +15 (+3 eff.) Ignore resists +13% all Accuracy +21 (+6 eff.) Ignore Armor +29 defense ------ Resistance +6% darkness Sharp, short and deadly.  | 
| Cloak |  Chillcut (3 def, 10 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: offense ------ Ignore resists +15% acid +15% cold +25% arcane Accuracy +25 (+7 eff.) defense ------ Armor +10 Defense +3 (+0 eff.) Fatigue -10% Resistance +17% blight +24% cold +17% nature +9% acid Life +110.00 Life Regen +9.00 Healmod +17% other ------- Max stamina +23.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Robe of the Archmage (10 def, 10 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+3 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+2 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+4 eff.) Mind save +15 (+3 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates.  | 
Inventory
 Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 blink rune of the psychic (range 6; phase 24; cd 12)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. 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.  | 
 shatter afflictions rune of the titan (absorb 101; 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 101 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 stormshield rune (threshold 37; blocks 3; dur 4; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 37 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 stormshield rune of the duelist (threshold 25; blocks 6; dur 4; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 25 up to 6 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 stormshield rune of the wizard (threshold 65; blocks 6; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 65 up to 6 times. 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.  | 
 stormshield rune of the wizard (threshold 33; blocks 8; dur 4; 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 33 up to 8 times. 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.  | 
 stormshield rune of the wizard (threshold 16; blocks 8; dur 4; 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 16 up to 8 times. 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.  | 
 teleportation rune (range 81; cd 11)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. 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!  | 
 Scroll of Summoning (Limmir the Jeweler)0.1 Encumbrance tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects!  | 
 Cobraclamor0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +3 Mag +4 Wil +1 Cun +2 Con offense ------ Critical power +30.00% Spellpower +9 (+2 eff.) Spellpower/crit +4 Damage +7% blight +7% fire +6% nature Accuracy +7 (+2 eff.) Ignore Armor +13 other ------- Mana/turn +0.31 Max mana +34.00 Infravision +1 Amulets make your neck look great!  | 
 grounding voratun amulet of perfection (0.38 Spell / Dreadmaster,0.38 Spell / Master of flesh)0.1 Encumbrance T5 amulet jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +27% lightning Stun Resist +48% other ------- Masteries +0.38 Spell/Master of flesh +0.38 Spell/Dreadmaster Amulets make your neck look great!  | 
 Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it.  | 
 Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors.  | 
 Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+4 eff.) Damage +8% physical Accuracy +10 (+3 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+10 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue.  | 
 Icebiter0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: offense ------ When Hit 4 cold defense ------ Armor +2 Resistance +9% temporal Crit Resistance 15.00% Mind save +7 (+1 eff.) Life Regen +2.00 Healmod +5% Blind Resist +20% Confus Resist +25% Rings make your fingers look great!  | 
 Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+1 eff.) Fatigue -7% Mind save +13 (+2 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it.  | 
 Ring of the Archlich0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+2 eff.) Damage +10% darkness +10% cold defense ------ Resistance +10% darkness +10% cold Spell save +8 (+2 eff.) Poison Resist +25% Cut Resist +25% other ------- Max souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future.  | 
 Scorchfoe0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature While equipped: offense ------ Physical Power +13 (+5 eff.) Spellpower +15 (+3 eff.) Mindpower +12 (+3 eff.) Damage +15% fire +12% temporal Ignore resists +10% arcane When Hit 2 fire defense ------ Resistance +5% arcane Life +85.00 Life Regen +17.00 Healmod +18% Blind Resist +45% other ------- Infravision +5 See Stealth +25 See Invisibility +25 Rings make your fingers look great!  | 
 Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 21.14 cold and 21.10 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch.  | 
 Wheel of Fate0.1 Encumbrance T1 ring jewelry [Unique] Arcane While equipped: Stats +5 Mag +5 Wil +6 Cun +1 Con offense ------ Spellpower +7 (+1 eff.) On-Hit 11 physical On-Ranged-Hit 9 physical Ignore resists +15% acid On-Hit (Melee): * 20% chance to reduce armor by 49% * 12% chance to reduce all saves and defense by 38 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 38 defense ------ Resistance +3% temporal Crit Resistance 10.00% Life +52.00 Life Regen +8.00 Healmod +12% other ------- Hate-on-crit +2.00 Max hate +7.00 Infravision +1 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 turn cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you?  | 
 treant's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego++] Nature While equipped: defense ------ Resistance +12% nature +9% blight Life +62.00 Life Regen +17.00 Healmod +13% Poison Resist +10% Disease Resist +15% Rings make your fingers look great!  | 
 Baruthel the voratun dagger (38-49 power, 15 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Nature/Disrupt/Master Weapon Damage 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% Damage Against +18% Unnatural On-crit, radius 2 +41 lightning +36 cold On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Move Speed +42% Ignore resists +13% lightning +18% cold Accuracy +12 (+4 eff.) defense ------ Defense +15 (+3 eff.) Resistance +9% mind +6% darkness Physical save +6 (+2 eff.) Unlife -60.00 life Disarm Resist +46% Sharp, short and deadly.  | 
 Brightriver the stralite dagger (29-38 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Random Unique] Nature/Psionic Weapon Damage 29.0 - 37.7 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +7 mind On-crit, radius 2 +16 temporal On Hit: * 22% chance to reduce all saves and defense by 38 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +9 Str +10 Dex +7 Mag +15 Wil +11 Cun +9 Con offense ------ Damage +3% temporal Ignore resists +20% light On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Sharp, short and deadly.  | 
 Life Drinker (42-55 power, 11 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Arcane Weapon Damage 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +6 Cun +6 Mag offense ------ Spell Crit +10% Spellpower +12 (+2 eff.) Damage +15% blight +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 2.0 Power cost 40 out of 50/50. Range 6 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 29.00 acid and 31.50 blight damage. If not cleared after five turns it will inflict 178.87 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil.  | 
 Mandible of Ungolmor (40-52 power, 12 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 40.0 - 52.0 Physical Uses 35% Dex, 30% Cun, 35% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite level 3 On Critical: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex offense ------ Damage +30% nature +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it.  | 
 Silutta the Blazestrider (40-51 power, 31 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Rare] Arcane Weapon Damage 39.5 - 51.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +31 Critical Rate +10.0% Attack Speed 100% Ignore Shields +18% While equipped: Stats +6 Wil +5 Mag offense ------ Spellpower +25 (+4 eff.) Ignore resists +25% arcane When Hit 10 fire defense ------ Resistance +6% fire other ------- Mana/turn +0.12 Vim-on-crit +2.02 Sharp, short and deadly.  | 
 voratun dagger 'Bethethra' (36-47 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Arcane/Nature/Master Weapon Damage 36.5 - 47.5 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +18 temporal On Hit: * 20% chance to reduce all saves and defense by 38 While equipped: Stats +10 Str +15 Dex +13 Mag +10 Wil +12 Cun +10 Con offense ------ Physical Crit +10.0% Critical power +31.00% Ignore Armor +8 defense ------ Resistance +20% temporal other ------- See Invisibility +6 Sharp, short and deadly.  | 
 Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+8 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust."  | 
 Sceptre of the Archlich (40-48 power, 12 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Weapon Damage 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +12 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +40 (+7 eff.) Damage +35% darkness other ------- Masteries +0.00(-) Spell/Nightfall +0.20 Spell/Master necromancer +0.20 Spell/Master of flesh +0.20 Spell/Animus +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out.  | 
 Emblem of Evasion1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+4 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent.  | 
 Jaw of Rogroth1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) other ------- Vim/kill +4.00 Max souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting.  | 
 drakeskin leather belt 'Dayblast'1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Con offense ------ Mindpower +8 (+2 eff.) Ignore resists +25% light defense ------ Resistance +15% lightning +14% temporal +9% light +12% fire +17% cold Mind save +12 (+2 eff.) A belt that goes around your waist.  | 
 rough leather belt 'Zereyon'1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) defense ------ Resistance +9% darkness Physical save +9 (+3 eff.) Unlife -20.00 life Healmod +10% A belt that goes around your waist.  | 
 Cloth of Dreams (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Defense +10 (+2 eff.) Resistance +15% mind Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 3.0 Power cost 10 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 67 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware.  | 
 Hellwinter (10 def, 9 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Master While equipped: Stats +20 Mag offense ------ Damage +3% fire +30% temporal +22% light +27% physical Ignore resists +15% temporal +12% physical defense ------ Armor +9 Defense +10 (+2 eff.) Resistance +9% darkness +13% light +15% all Physical save +27 (+6 eff.) Mind save +6 (+1 eff.) Anomaly Control +16 Life +155.00 Life Regen +4.00 Teleport Resist +20% other ------- Light +4 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings.  | 
 Dakhtun's Gauntlets (0 def, 6 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might.  | 
 Hailquencher the elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +3 (+1 eff.) Damage +27% arcane +9% cold Ignore resists +10% arcane defense ------ Defense +3 (+0 eff.) Resistance +6% lightning +7% temporal +4% light +7% fire +6% nature +6% acid +5% blight +13% cold +6% darkness Shield Power +8% Life Regen +4.60 other ------- Mana/turn +0.31 A pointy cloth hat, very wizardly...  | 
 drakeskin leather cap 'Sparkbreaker' (0 def, 13 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Master While equipped: Stats +13 Str +6 Mag +7 Wil +4 Con offense ------ Spell Crit +4% Damage +17% blight +12% arcane Ignore Armor +3 When Hit 6 lightning defense ------ Armor +13 Fatigue +5% Physical save +29 (+7 eff.) Mind save +11 (+2 eff.) Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather.  | 
 eldritch linen wizard hat of darkness (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: offense ------ Spellpower +6 (+1 eff.) Damage +11% darkness defense ------ Defense +1 (+0 eff.) Resistance +16% darkness other ------- Mana/turn +0.80 Mana when Hit +0.80 Max mana +42.00 Manaflow: Puts all charms on 40 turn cooldown Effective talent level: 1.0 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 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly...  | 
 elven-silk wizard hat 'Isloda' (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: offense ------ Damage +11% lightning +41% temporal +12% darkness +9% fire +13% acid +15% physical +15% cold +7% arcane +9% light defense ------ Defense +3 (+0 eff.) Shield Power +13% Life Regen +4.60 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pointy cloth hat, very wizardly...  | 
 stabilizing elven-silk wizard hat of madness (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +14 Wil offense ------ Mind Crit +5% defense ------ Defense +3 (+0 eff.) Physical save +14 (+4 eff.) Mind save +25 (+5 eff.) Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 211 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.3 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 2 tiles if one is available; beyond this, all affected targets have a 21% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly...  | 
 324 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.  | 
 3 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.  | 
 Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel.  | 
 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.  | 
 7 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 8 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+1 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Demonic Soul0.0 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.  | 
 Bidramas (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Ignore resists +5% blight Ignore Shields +10% defense ------ Crit Resistance 5.00% Life +21.00 Knockbk Resist +20% other ------- Mana/turn +0.12 Max stamina +17.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on.  | 
 Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic.  | 
 9 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.  | 
 10 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.  | 
 9 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 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.  | 
 Eldritch Pearl0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+4 eff.) Spellpower +12 (+2 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 80 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 65.34 cold damage and 65.22 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light.  | 
 Spectral Cage0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o' the wisp that will explode against your foes for 559 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch.  | 
 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.(113 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide.  | 
 void-walker's alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego+] Arcane/Psionic While equipped: defense ------ Resistance +7% cold +7% temporal Mind save +7 (+1 eff.) Out-of-Phase Defense +12 Out-of-Phase Resistance +13% Out-of-Phase Resilience +19% other ------- Light +4 See Stealth +10 See Invisibility +8 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 Demonic 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.  | 
 Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch.  | 
 Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb.  | 
 Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb.  | 
 Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch.  | 
 Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 64 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals.  | 
 14 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 18 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 4 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.  | 
 12 ruby0.0 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 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.  | 
 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.  | 
 Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 858.52 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom.  | 
 Transmogrification 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.  | 
 Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises.  | 
 Chaluhor [power 25]  (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: defense ------ Mind save +3 (+0 eff.) other ------- Psi when Hit +0.12 Hate-on-crit +2.00 Max hate +2.00 Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 powerful voratun torque of clear mind [power 4]  (25 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 voratun torque of psionic shield 'Barufang' [power 147]  (25 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +12% mind Ignore resists +10% mind When Hit 2 temporal On-Hit (Melee): * 21% chance to reduce all saves and defense by 38 defense ------ Resistance +6% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Setup a psionic shield, reducing all damage taken by 147 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 46% for 2 turns. 100% to increase the duration of 2 beneficial effects by 3. 100% to increase all damage by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 Aereyara the yew totem of summon tentacle [power 270]  (25 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: defense ------ Armor +2 Defense +10 (+2 eff.) Resistance +5% arcane +3% temporal Physical save +9 (+3 eff.) Pinning Resist +20% Knockbk Resist +20% Teleport Resist +20% Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 723 Base Damage: 313 Armor: 8 All Resist: 18 Puts all charms on 25 turn cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power.  | 
 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.  | 
 Pitchnigh [power 278]  (20 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Damage +9% darkness Ignore resists +10% darkness When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 67% * 20% chance to reduce damage dealt by 31% Create a shield absorbing up to 278 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.  | 
 elven-wood wand of shielding 'Yvynor' [power 314]  (20 cooldown)2.0 Encumbrance T4 wand charm [Random Unique] Arcane While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce armor by 49% defense ------ Resistance +6% blight +6% light Spell save +3 (+1 eff.) Healmod +5% Pinning Resist +20% Knockbk Resist +10% Create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to heal for 56. 100% to increase all damage penetration by 21% 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.  | 
 Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away.  | 
 20 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 18 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 23 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 4 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.  | 
 5 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.  | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
			A View From The Gallery
			Briefly lived as a lowly halfling during the time of the Sher'tuls.By JPP the Lich Necromancer level 42
2nd Mirth 124th year of Ascendancy at 18:58 see stats
			A dangerous secret
			Found the mysterious staff and told Last Hope about it.By JPP the Lich Necromancer level 34
50th Haze 123rd year of Ascendancy at 03:02 see stats
			A different point of view
			Learned the five chapters of Orc history through loremaster Hadak's tales.By JPP the Lich Necromancer level 44
5th Mirth 124th year of Ascendancy at 18:21 see stats
			Against all odds
			Killed Ukruk in the ambush.By JPP the Lich Necromancer level 34
57th Dusk 123rd year of Ascendancy at 17:29 see stats
			Anti-Antimagic!
			Destroyed the Ziguranth camp with your Rhaloren allies.By JPP the Shalore Necromancer level 26
3rd Mirth 123rd year of Ascendancy at 08:05 see stats
			Arachnophobia
			Destroyed the spydric menace.By JPP the Lich Necromancer level 50
25th Regrowth 125th year of Ascendancy at 14:29 see stats
			Are you out of your mind?!
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By JPP the Lich Necromancer level 38
63rd Pyre 124th year of Ascendancy at 02:43 see stats
			Back and there again
			Opened a portal to the Far East from Maj'Eyal.By JPP the Lich Necromancer level 50
9th Haze 124th year of Ascendancy at 16:45 see stats
			Brave new world
			Went to the Far East and took part in the war.By JPP the Lich Necromancer level 37
77th Haze 123rd year of Ascendancy at 14:53 see stats
			Clone War
			Destroyed your own Shade.By JPP the Lich Necromancer level 50
33rd Regrowth 125th year of Ascendancy at 17:26 see stats
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By JPP the Shalore Necromancer level 14
78th Haze 122nd year of Ascendancy at 08:41 see stats
			Demonic Invasion
			Stopped a demonic invasion by closing their portal.By JPP the Lich Necromancer level 50
38th Dusk 124th year of Ascendancy at 15:48 see stats
			Destroyer of the creation
			Killed Slasul.By JPP the Lich Necromancer level 41
77th Pyre 124th year of Ascendancy at 21:38 see stats
			Destroyer's bane
			Killed Golbug the Destroyer.By JPP the Lich Necromancer level 35
63rd Haze 123rd year of Ascendancy at 19:01 see stats
			Dragon's Greed
			Amassed 8000 gold pieces.By JPP the Lich Necromancer level 43
3rd Mirth 124th year of Ascendancy at 03:35 see stats
			Exterminator
			Killed 1000 creatures.By JPP the Shalore Necromancer level 18
46th Regrowth 123rd year of Ascendancy at 07:45 see stats
			Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.By JPP the Lich Necromancer level 34
42nd Haze 123rd year of Ascendancy at 23:53 see stats
			Fear me not!
			Survived the Fearscape!By JPP the Lich Necromancer level 37
80th Haze 123rd year of Ascendancy at 15:25 see stats
			Fear of Fours
			Killed all four bosses of the Slime Tunnels.By JPP the Lich Necromancer level 50
22nd Dusk 124th year of Ascendancy at 08:38 see stats
			Flooder
			Defeated Ukllmswwik while doing his own quest.By JPP the Lich Necromancer level 41
77th Pyre 124th year of Ascendancy at 23:33 see stats
			Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By JPP the Shalore Necromancer level 25
40th Pyre 123rd year of Ascendancy at 11:41 see stats
			I cleared the room of death and all I got was this lousy achievement!
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By JPP the Lich Necromancer level 40
64th Pyre 124th year of Ascendancy at 05:37 see stats
			Is that how it feels to be an escort quest?!
			Got saved from death in the Godfeaster by Malyu and managed to escape.By JPP the Lich Necromancer level 30
3rd Dusk 123rd year of Ascendancy at 01:44 see stats
			Level 10
			Got a character to level 10.By JPP the Shalore Necromancer level 10
49th Haze 122nd year of Ascendancy at 04:25 see stats
			Level 20
			Got a character to level 20.By JPP the Shalore Necromancer level 20
48th Regrowth 123rd year of Ascendancy at 15:58 see stats
			Level 30
			Got a character to level 30.By JPP the Shalore Necromancer level 30
8th Flare 123rd year of Ascendancy at 12:12 see stats
			Level 40
			Got a character to level 40.By JPP the Lich Necromancer level 40
64th Pyre 124th year of Ascendancy at 00:33 see stats
			Level 50
			Got a character to level 50.By JPP the Lich Necromancer level 50
10th Dusk 124th year of Ascendancy at 08:15 see stats
			Lichform
			Achieved your wild dreams of power and eternal life: you turned into a Lich!By JPP the Lich Necromancer level 30
10th Flare 123rd year of Ascendancy at 07:24 see stats
			Orcrist
			Killed the leaders of the Orc Pride.By JPP the Lich Necromancer level 50
19th Dusk 124th year of Ascendancy at 21:27 see stats
			Poisonous
			Sided with the assassin lord.By JPP the Shalore Necromancer level 26
44th Pyre 123rd year of Ascendancy at 21:26 see stats
			Size is everything
			Did over 1500 damage in one attack.By JPP the Lich Necromancer level 50
76th Haze 124th year of Ascendancy at 02:36 see stats
			Size matters
			Did over 600 damage in one attack.By JPP the Shalore Necromancer level 24
2nd Pyre 123rd year of Ascendancy at 13:26 see stats
			Sliders
			Activated a portal using the Orb of Many Ways.By JPP the Lich Necromancer level 36
64th Haze 123rd year of Ascendancy at 04:15 see stats
			Tactical master
			Fought the two Sorcerers without closing any invocation portals.By JPP the Lich Necromancer level 50
2nd Wintertide 125th year of Ascendancy at 01:32 see stats
			That was close
			Killed your target while having only 1 life left.By JPP the Shalore Necromancer level 1
74th Pyre 122nd year of Ascendancy at 11:30 see stats
			The Arena
			Unlocked Arena mode.By JPP the Shalore Necromancer level 6
3rd Mirth 122nd year of Ascendancy at 19:16 see stats
			The High Lady's destiny
			Won ToME by closing the Void portal using Aeryn as a sacrifice.By JPP the Lich Necromancer level 50
2nd Wintertide 125th year of Ascendancy at 01:34 see stats
			The Legend of Garkul
			Learned the five chapters of the Legend of Garkul.By JPP the Lich Necromancer level 50
19th Dusk 124th year of Ascendancy at 22:54 see stats
			The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By JPP the Shalore Necromancer level 14
4th Decay 122nd year of Ascendancy at 07:38 see stats
			The secret city
			Discovered the truth about mages.By JPP the Shalore Necromancer level 6
7th Dusk 122nd year of Ascendancy at 23:21 see stats
			There and back again
			Opened a portal to Maj'Eyal from the Far East.By JPP the Lich Necromancer level 50
68th Dusk 124th year of Ascendancy at 03:49 see stats
			Treasure Hoarder
			Amassed 3000 gold pieces.By JPP the Shalore Necromancer level 29
3rd Flare 123rd year of Ascendancy at 21:03 see stats
			Treasure Hunter
			Amassed 1000 gold pieces.By JPP the Shalore Necromancer level 20
58th Regrowth 123rd year of Ascendancy at 15:30 see stats
			Vampire crusher
			Destroyed the Master in its lair of the Dreadfell.By JPP the Lich Necromancer level 33
56th Dusk 123rd year of Ascendancy at 23:29 see stats
Log
Talent Track is ready to use.
Shadow casts Phase Door.
Talent Crepuscule is ready to use.
Talent Torture Souls is ready to use.
JPP is no longer surging arcane power.
Talent Dire Plague is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
You gain 3.45 gold from the transmogrification of barbed pouch of voratun shots of corruption (23/23, 64-77 power, 6 apr).
You gain 2.34 gold from the transmogrification of acidic stralite shield of fire resistance (+21%) (0 def, 8 armour, 137 block).
You gain 8.05 gold from the transmogrification of drakeskin leather armour of Eyal (20 def, 8 armour).
You gain 5.18 gold from the transmogrification of fortifying stralite mail armour (4 def, 8 armour).
You gain 7.20 gold from the transmogrification of fearforged stralite mail armour of temporal resistance (4 def, 8 armour).
You gain 23.16 gold from the transmogrification of Bandur (40-56 power, 6 apr).
You gain 7.40 gold from the transmogrification of halfling reinforced leather sling of piercing.
You gain 8.42 gold from the transmogrification of pulsing mindstar of storms (13-14 power, 32 apr, mind damage).
You gain 5.91 gold from the transmogrification of dragonbone longbow of piercing.
You gain 5.39 gold from the transmogrification of voratun greatsword of shearing (63-101 power, 4 apr).
You gain 4.66 gold from the transmogrification of voratun greatsword of crippling (62-99 power, 4 apr).
You gain 8.89 gold from the transmogrification of plaguebringer's voratun greatsword of torment (62-100 power, 4 apr).
You gain 15.00 gold from the transmogrification of Void Orb.
There is a Entrance to a dark crypt 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.

































































































































































