


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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. Experience Controller 1.7.4
 Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. 
 How to enable/disable or configure this addon: 
 
 Modes functionality: 
 
 --- 
 Update v4.0.1 * Fixed a few typos and minor logging issues 
 Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon 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. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game:  :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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:
 Personal Tweaks 1.7.6An Artifact tweak designed for personal use. 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. Always Transmogrify 1.7.4Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Always center your character 1.5.5Always center your character Items Vault 1.7.6Donators/Buyers bonus! TLR's Stat Changes 1.6.7My personal twist on and combination of "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. This is my first ToME mod, so bear with me, I'm still working on balance and stuff, just give me constructive criticism please! Leveling changes: + 0.2% resist all per level, so 10% at level 50, 20% should you reach level 100. +1 to all saves per level up to level 50. Constitution changes: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
 Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Gem Chest 1.5.3Extract Gems is now automatically used in the TransmoChest without needing an upgrade.  CHANGES IN 1.1 CHANGES IN 1.1.1 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Living Eyal 1.7.6Places unplayable staring dugeons on map. Allowing all 4 extra dungeons. Unlocking Yeek island. |Places all extra cities on map, and adds extra dungeons and cities like heroes rest (trainer city). Also reacts to Ooze mod, undead racepack and faetouched collection. Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Fortress Font of Sacrifice 1.7.4Adds an option to add the font of sacrifice to the Sher'tul fortress. Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Insane Adventure | 
| Sex | Female | 
| Race | Doomelf | 
| Class | Annihilator | 
| Level / Exp | 100 / 138% | 
| Size | gargantuan | 
| Lifes / Deaths | Killed by bloated horror at level 8 on the 77th Pyre 122nd year of Ascendancy at 06:432 / 5 Killed by Velykira the corrupted dendritic hemospinner at level 33 on the 1st Wintertide 123rd year of Ascendancy at 02:26 Killed by Ce'Niretha the corrupted dendritic hemospinner at level 34 on the 1st Wintertide 123rd year of Ascendancy at 18:28 Killed by skeleton mage at level 56 on the 64th Pyre 123rd year of Ascendancy at 03:20 Killed by minotaur at level 62 on the 77th Pyre 123rd year of Ascendancy at 06:00 | 
Primary Stats
| Strength | 164 (base 42) | 
| Dexterity | 161 (base 100) | 
| Constitution | 224 (base 100) | 
| Magic | 146 (base 100) | 
| Willpower | 53 (base 7) | 
| Cunning | 129 (base 100) | 
Resources
| Life | 3500/3500 | 
| Mana | 910/990 | 
| Steam | 169/169 | 
| Healing Factor | 2.5 | 
| Regeneration | 65.431415252948 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 13 | 
| Lite | 22 | 
| Infravision | 15 | 
| See Stealth | 93 | 
| See Invisible | 111 | 
| ESP Range | 10 | 
| ESP Kinds | demon/major, demon/minor, animal/canine | 
Offense: Mainhand
| Damage | 194 | 
| Accuracy | 99 | 
| Crit Chance | 111% | 
| APR | 93 | 
| Speed | 1.50 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 86 | 
| Crit Chance | 64% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 66 | 
| Crit Chance | 58% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +121% | 
| Blight | +86% | 
| Arcane | +73% | 
| Cold | +99% | 
| All | +43% | 
| Physical | +77% | 
| Lightning | +68% | 
| Light | +78% | 
| Temporal | +76% | 
| Mind | +58% | 
| Darkness | +66% | 
| Fire | +134% | 
| Nature | +68% | 
Offense: Damage Penetration
| Darkness | +70% | 
| Light | +60% | 
| Fire | +92% | 
| Mind | +60% | 
| All | +50% | 
Defense: Base
| Armour (hardiness) | 87 (30%) | 
| Defense | 98 | 
| Ranged Defense | 101 | 
| Fatigue | 0 | 
| Physical Save | 97 | 
| Spell Save | 72 | 
| Mental Save | 79 | 
Defense: Resistances
| Acid | + 70%( 70%) | 
| Blight | + 70%( 70%) | 
| Arcane | + 70%( 70%) | 
| Cold | + 70%( 70%) | 
| All | + 74%( 70%) | 
| Physical | + 70%( 70%) | 
| Lightning | + 70%( 70%) | 
| Light | + 70%( 70%) | 
| Temporal | + 70%( 70%) | 
| Mind | + 70%( 70%) | 
| Darkness | + 70%( 70%) | 
| Fire | + 70%( 70%) | 
| Nature | + 70%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 48% | 
| Poison Resistance | 24% | 
| Blind Resistance | 100% | 
| Disarm Resistance | 100% | 
| Bleed Resistance | 20% | 
| Teleport Resistance | 100% | 
| Pinning Resistance | 62% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 25% | 
Inscriptions (5/5)
| Implants | Effective talent level: 2.5Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.8 steam per turn. Can be activated for an instant burst of 104 steam. Its effects scale with your Dexterity stat. | 
| Implants | Effective talent level: 2.5Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 367% efficiency and cooldown mod of 75%. Its effects scale with your Constitution stat. | 
| Implants | Effective talent level: 2.5Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 262% efficiency and cooldown mod of 67%. Its effects scale with your Dexterity stat. | 
| Implants | Effective talent level: 2.5Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.3 steam per turn. Can be activated for an instant burst of 92 steam. Its effects scale with your Cunning stat. | 
| Infusions | Effective talent level: 2.5Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1338% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. | 
Class Talents
| Steamtech / Gadgets | 1.50 | 
| 
 | 10/5 | 
| 
 | 10/5 | 
| 
 | 10/5 | 
| 
 | 10/5 | 
| Steamtech / Magnetism | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Demolition | 1.30 | 
| 
 | 9/5 | 
| 
 | 10/5 | 
| 
 | 9/5 | 
| 
 | 0/5 | 
| Steamtech / Artillery | 1.50 | 
| 
 | 10/5 | 
| 
 | 10/5 | 
| 
 | 10/5 | 
| 
 | 10/5 | 
| Steamtech / Heavy weapons | 1.30 | 
| 
 | 10/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Turrets | 1.50 | 
| 
 | 10/5 | 
| 
 | 10/5 | 
| 
 | 10/5 | 
| 
 | 10/5 | 
Generic Talents
| Steamtech / Engineering | 1.40 | 
| 
 | 1/5 | 
| 
 | 10/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.50 | 
| 
 | 10/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 10/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.20 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 10/5 | 
| Spell / Stone alchemy | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 10/5 | 
| Race / Doomelf | 1.00 | 
| 
 | 1/5 | 
| 
 | 8/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Ogre | 1.00 | 
| 
 | 1/5 | 
| 
 | 6/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Blacksmith | 1.30 | 
| 
 | 6/5 | 
| 
 | 1/5 | 
| 
 | 6/5 | 
| 
 | 10/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Exoskeleton | 
| talent | Incendiary Grenade | 
| talent | Rocket Pod | 
| talent | Chant of Fortitude | 
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left.5 Ammo | 
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 10% (based on size); also all damage procs from your offhand are reduced by 50%.Hit Penalty | 
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 52% and triggers a radius 11 conal explosion dealing 54% steamgun damage. 3 stacks remaining.Reactive Armor | 
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done | 
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done | 
| You do not remember much of your life before you were on this burning continent, floating in the void between worlds.  You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal.Ashes in the Wind You are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.Back and there again You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. 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 Spellblaze There 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 lone alchemist to the recall portal on level 1 of Daikara.Escort: lone alchemist (level 1 of Daikara) As a reward you improved Dexterity 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 Dexterity by +5. | done | 
| You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell.Escort: lost defiler (level 5 of Dreadfell) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell.Escort: lost defiler (level 8 of Dreadfell) As a reward you improved Cunning by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest.Escort: lost sun paladin (level 3 of Old Forest) As a reward you improved talent Chant of Fortitude (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor.Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) As a reward you improved Dexterity by +5. | done | 
| You failed to protect the repented thief from death by Layyretta the large brown snake.Escort: repented thief (level 2 of Infested Ruins) | failed | 
| You failed to protect the worried loremaster from death by shadow.Escort: worried loremaster (level 2 of Old Forest) | failed | 
| You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves.Escort: worried loremaster (level 2 of Scintillating Caves) As a reward you improved Dexterity by +5. | 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 Apotheosis Seek 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. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| Somehow you did not recall out as usual but instead ended up on a sadly familiar area.I've a feeling we're not on Eyal anymore You are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done | 
| Orcs were spotted with the staff you seek in an arid waste in the southern desert.Important news You should go investigate what is happening there. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.Let's hunt some Orc Find out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done | 
| You found an ancient tome about gems.Lost Knowledge You should bring it to the jeweler in the Gates of Morning. | 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 Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 6323. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done | 
| You arrived through the farportal in a cave, probably in the Far East.Strange new world Upon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done | 
| Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists.The Brotherhood of Alchemists 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 Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done | 
| 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 in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You have found an orb of command that seems to be used to open the shield protecting the High Peak.The Orbs of Command There seems to be a total of four of them. The more you have the weaker the shield will be. | done | 
| You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.The Sect of Kryl-Feijan They were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 4 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 Zigur The defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed | 
| There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.The wild wild east | done | 
| Zemekkys in the Gates of Morning can build a portal back to your homeland for you.There and back again * You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided to join the slavers and take part in their game. You won the ring of blood! | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  Ragematir the pair of drakeskin leather boots (0 def, 7 armour) 2.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: Stats +12 Str +11 Dex +2 Mag +16 Con +20 Lck offense ------ Physical Crit +2.0% Damage +9% physical Ignore Armor +7 When Hit 6 physical defense ------ Armor +7 Resistance +12% cold +14% fire Physical save +20 (+4 eff.) Stealth +13 Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% other ------- Stamina/turn +3.00 Size +1 A pair of boots made of leather. | 
| Quiver |  sentry's pouch of voratun shots of annihilation (46/46, 180% power, 27 apr) 3.0 Encumbrance T5 shot ammo [Ego++] Arcane/Master Weapon Damage 181% Range: 1.0x-1.2x Uses 50% Cun, 50% Mag, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +27 Critical Rate +19.0% Capacity 46 Auto Reload 3 Projectile Speed +200% While equipped: other ------- Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. | 
| Light source |  Bygrim  =LAMPE= 1.0 Encumbrance T5 lite [Random Unique] Nature/Master While equipped: Stats +8 Wil offense ------ Physical Crit +6.0% Critical power +20.00% Physical Power +9 (+1 eff.) Damage +3% blight +20% light Ignore resists +15% all Ignore Armor +12 When Hit 10 arcane 8 blight other ------- Light +16 See Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| On head |  Crown of the Elements  (0 def, 10 armour) 2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Wil +10 Mag offense ------ Physical Power +12 (+2 eff.) Spellpower +31 (+6 eff.) Mindpower +15 (+3 eff.) On-Hit 10 acid 10 fire 10 cold 10 lightning Damage +25% acid +25% lightning +25% cold +25% fire +9% all When Hit 34 darkness defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% lightning +25% cold Healmod +50% other ------- Infravision +12 Sight +3 See Stealth +25 See Invisibility +39 Telepathy Demon/Major Demon/Minor Blind-Fight: No penalty when attacking invisible/stealthed This jeweled crown shimmers with colors. This item has been sent to the Item's Vault. | 
| On hands |  Steam Powered Gauntlets (0 def, 16 armour) 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +8 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +16 Disarm Resist +150% other ------- Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! This item has been sent to the Item's Vault. | 
| Tool |  Relgydehad the Heatreeve [power 560]  (1/15 cooldown) 2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +32% fire defense ------ Resistance +21% lightning +27% fire Physical save +15 (+3 eff.) Healmod +25% Blind Resist +25% Disarm Resist +25% Sting an enemy dealing 941 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to heal for 107. Natural totems are made by powerful wilders to store nature power. This item has been sent to the Item's Vault. | 
| On fingers |  Wheel of Fate 0.1 Encumbrance T4 ring jewelry [Unique] Arcane While equipped: offense ------ Damage +15% blight +6% fire +9% acid Accuracy +15 (+2 eff.) Ignore Armor +13 When Hit 10 fire defense ------ Defense +14 (+3 eff.) Resistance +20% acid +1% physical +21% blight +26% fire +22% lightning +26% cold Cut Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 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? | 
| On fingers |  Bloodcaller 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: offense ------ Physical Crit +10.0% Damage +10% all Ignore resists +10% all defense ------ Damage Reduction +10 all You heal for 5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. | 
| Around neck |  Limmir's Amulet of the Moon 0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +25 Con offense ------ Physical Power +12 (+2 eff.) Spellpower +16 (+3 eff.) Damage +9% all When Hit 34 darkness defense ------ Defense +10 (+2 eff.) Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Healmod +50% other ------- Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Amulets make your neck look great! This item has been sent to the Item's Vault. | 
| In main hand |  The Long-Arm 4.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Attack Speed 67% Damage Multiplier 250% Range +10 Projectile Speed +600% On Hit: * chills your foe dealing 51 damage and slowing them by one tenth of a turn Shoots beams through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 20 power out of 3/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. | 
| Around waist |  drakeskin leather belt 'Erelendil' | 
| In off hand |  Summertide (17 def, 15 armour, 164% power, 260 block) 7.0 Encumbrance T5 shield armor [Unique] Nature When used to Attack: Weapon Damage 164% Range: 1.0x-1.2x Uses 50% Mag, 100% Cun Damage Light Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil offense ------ Mindpower +8 (+2 eff.) Damage +10% fire +15% mind +15% light Ignore resists +10% fire +10% light +10% mind defense ------ Armor +15 Defense +17 (+3 eff.) Ranged Defense +17 (+3 eff.) Fatigue +12% Resistance +15% darkness +10% fire +12% mind +20% light Mind save +18 (+4 eff.) Blind Resist +100% Confus Resist +25% other ------- Max psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 114.87 to 143.59 light damage (based on Willpower and Cunning). Uses 12 power out of 3/30 A bright light shines from the center of this shield. Holding it clears your mind. This item has been sent to the Item's Vault. | 
| Cloak |  Unrondil the Hailwrither (21 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: offense ------ Damage +6% cold +23% darkness +3% temporal Ignore resists +20% darkness When Hit 2 temporal defense ------ Defense +21 (+4 eff.) Resistance +39% lightning +12% temporal +25% darkness +20% blight +3% mind +19% nature Physical save +14 (+3 eff.) Stealth +22 Life Regen +11.00 Healmod +15% Confus Resist +23% Stun Resist +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. | 
| Main armor |  timebroken elven-silk robe of alchemy (0 def, 0 armour) 2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +10 Str +10 Dex +15 Mag +16 Wil +10 Cun +10 Con offense ------ Spell Crit +6% Spellpower +8 (+1 eff.) Damage +19% acid +30% temporal +25% physical +25% cold +30% arcane +25% fire defense ------ Resistance +20% acid +18% physical +20% cold +20% fire +15% all other ------- Max mana +81.00 Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. This item has been sent to the Item's Vault. | 
Inventory
|  Rune of Reflection (--) 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1094 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. | 
|  5 schematic: Acid Groove 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Air Recycler 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Antimagic Shell 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Back Support 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Botanical Shell 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Crystal Plating 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Deflection Field 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Explosive Shell 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Fiery Salve 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Flare Shell 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Flash Powder 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Focus Lens 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Frost Salve 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Fungal Web 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Galvanic Retributor 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Healing Salve 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Hook Shell 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Iron Grip 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Itching Powder 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Kinetic Stabiliser 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Lightning Coil 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Mental Stimulator 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Moss Tread 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Pain Suppressor Salve 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Poison Groove 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Power Distributor 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Razor Edge 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Rocket Boots 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Rustproof Coating 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Saw Projector 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Second Skin 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Solid Shell 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Spike Attachment 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Steamgun 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  7 schematic: Steamsaw 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Thunder Grenade 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Thunderclap Coating 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Toxic Cannister Launcher 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Toxic Shell 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Unstoppable Force Salve 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Viral Injector 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Viral Needlegun 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Voltaic Shell 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Water Salve 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Waterproof Coating 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: White Light Emitter 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Winterchill Edge 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  Sealed Scroll of Last Hope 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! | 
|  Ancient Tome titled 'Gems and their uses' 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! | 
|  Tome of Uttercold 0.1 Encumbrance tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. | 
|  voratun amulet 'Glimmertaint' 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Psionic While equipped: Stats +2 Dex +6 Mag +6 Wil offense ------ Spell Crit +8% Spellpower +6 (+1 eff.) Mindpower +10 (+2 eff.) Spellpower/crit +6 On-Hit 15 light 9 darkness Damage +8% temporal +8% physical +23% darkness +31% light When Hit 4 physical When Hit: * 15% chance to blind * 12% chance to reduce damage dealt by 30% defense ------ Resistance +12% acid +12% light Mind save +14 (+3 eff.) Confus Resist +25% Amulets make your neck look great! | 
|  Orb of Many Ways 1.0 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. | 
|  Hellsgash 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: offense ------ Physical Power +15 (+2 eff.) Spellpower +15 (+3 eff.) Mindpower +15 (+3 eff.) Damage +12% arcane +9% fire Ignore resists +25% fire Accuracy +17 (+2 eff.) Ignore Armor +17 defense ------ Defense +17 (+3 eff.) Resistance +6% arcane +9% fire Life +82.00 Life Regen +20.00 Healmod +20% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  Shockmire the voratun ring 0.1 Encumbrance T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +10 Dex +7 Wil +18 Cun offense ------ Mindpower +14 (+3 eff.) Damage +3% lightning Ignore resists +5% cold Accuracy +11 (+1 eff.) defense ------ Resistance +9% light +12% temporal Physical save +3 (+1 eff.) Spell save +6 (+1 eff.) Life +49.00 Poison Resist +10% Disarm Resist +48% Pinning Resist +50% Knockbk Resist +46% Rings make your fingers look great! | 
|  Writhing Ring of the Hunter 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. | 
|  Laser Powered Giant Smasher (191% power, 0 apr) 5.0 Encumbrance T5 greatmaul 2H weapon [Unique] Unknown/Steamtech Weapon Damage 191% Range: 1.0x-1.5x Uses 50% Mag, 130% Str Damage Light Accuracy Bonus +0.2% base damage (max 20%) Critical Rate +25.0% Attack Speed 100% On-hit +20 lightning +20 fire While equipped: offense ------ Against +10% Humanoid +10% Giant defense ------ Confus Resist +100% Fear Resist +100% other ------- Talents +1 Laser Powered Smash The Laser Powered Giant Smasher, nicknamed the Gloryhammer. You can feel it vibrating with untold power in your hands. | 
|  Thunderfall (161% power, 6 apr) 3.0 Encumbrance T5 mace 1H weapon [Unique] Psionic Weapon Damage 162% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +50 lightning +50 physical On-crit, radius 2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 60 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. | 
|  Awakened Staff of Absorption (172% power, 60 apr, arcane element) 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 180% Mag Damage Arcane 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 (+9 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." | 
|  Annihilator 4.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Damage Multiplier 100% Range +10 Projectile Speed +600% On-ranged-hit +33 acid +33 fire +33 lightning On Hit: * 50% chance to reload 1 ammo Uses 1.0 Steam While equipped: offense ------ Ignore resists +12% acid +12% fire +12% lightning Fire rate increases while firing, up to 3 shots per turn. Resets after 10 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. | 
|  Yvovea the Toxinstrike 4.0 Encumbrance T5 steamgun 1H weapon [Random Unique] Arcane/Nature/Master/Steamtech Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-Hit, radius 1 +12 nature On-crit, radius 2 +45 lightning +45 cold Uses 2.0 Steam While equipped: offense ------ Move Speed +45% Damage +3% light Ignore resists +25% lightning +24% cold +25% physical Accuracy +7 (+1 eff.) When Hit 8 mind defense ------ Resistance +3% blight +12% fire Physical save +12 (+2 eff.) Blind Resist +25% other ------- Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  voratun steamgun 'Brenehad' 4.0 Encumbrance T5 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +800% On-ranged-hit +20 acid +4 mind On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +7 Cun +2 Mag offense ------ Combat Speed +10% Damage +15% acid +10% temporal +15% physical Ignore resists +15% physical +10% temporal defense ------ Resistance +12% acid +6% fire +6% darkness +9% light Blind Resist +10% Disease Resist +20% other ------- Reload +5 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This item has been sent to the Item's Vault. | 
|  Girdle of Preservation 1.0 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 (+3 eff.) Spell save +15 (+4 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. | 
|  Lisewen the drakeskin leather belt 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Str +7 Dex +6 Wil +2 Cun +8 Con offense ------ Mindpower +8 (+2 eff.) Damage +6% mind +12% temporal defense ------ Fatigue -10% Mind save +30 (+6 eff.) Life +108.00 other ------- Encumbrance +60 See Invisibility +6 A belt that goes around your waist. | 
|  drakeskin leather belt 'Kilnwilter' 1.0 Encumbrance T5 belt armor [Random Unique] Master While equipped: Stats +7 Dex +2 Wil +9 Cun offense ------ Physical Crit +21.0% Mind Crit +15% Critical power +15.00% Physical Power +15 (+2 eff.) Damage +18% fire When Hit 2 temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Spell save +15 (+4 eff.) other ------- Infravision +3 See Invisibility +3 Size +1 A belt that goes around your waist. | 
|  Cloth of Dreams (10 def, 0 armour) =SLEEP= 2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+1 eff.) defense ------ Defense +10 (+2 eff.) Resistance +15% mind Physical save +10 (+2 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: 4.5 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 5 turns, rendering it unable to act. Every 78 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. | 
|  Radiance (15 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag offense ------ Spellpower +20 (+4 eff.) Damage +25% light When Hit 30 blinding light defense ------ Defense +15 (+3 eff.) Resistance +0% lightning +30% light +30% darkness Max Resistance +10% light Category Bonus +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. | 
|  elven-silk cloak 'Beyrab' (16 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +6 Cun +5 Dex offense ------ Spell Crit +6% Critical power +29.00% Spellpower +25 (+4 eff.) Damage +14% arcane Ignore resists +23% arcane +15% blight Accuracy +8 (+1 eff.) Ignore Armor +10 defense ------ Defense +16 (+3 eff.) Physical save +15 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +100.00 See Invisibility +27 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  elven-silk cloak 'Unryhir' (38 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con defense ------ Defense +38 (+7 eff.) Resistance +6% cold +56% fire +3% darkness +38% light Physical save +3 (+1 eff.) Mind save +3 (+1 eff.) Stealth +30 Poison Resist +10% Silence Resist +25% Knockbk Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Samyndur the Galepeal (0 def, 0 armour) 2.0 Encumbrance T5 cloth armor [Random Unique] Disrupt/Psionic While equipped: Stats +5 Cun offense ------ Mind Crit +7% Critical power +20.00% Mindpower +15 (+3 eff.) Damage +23% mind Ignore resists +20% mind When Hit 4 lightning When Hit: * 10% chance to slow global speed by 66% * 9 arcane resource burn defense ------ Resistance +15% acid +6% fire +18% cold +15% all Mind save +12 (+2 eff.) other ------- Psi/turn +0.71 Hate-on-crit +5.00 Psi-on-crit +5.00 Max psi +32.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Sleetstinger (0 def, 0 armour) 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: offense ------ Spellpower +20 (+4 eff.) Damage +29% blight +30% darkness +16% all Ignore resists +15% darkness When Hit 4 cold On-Hit (Melee): * 10% chance to reduce damage dealt by 30% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +29% blight +18% cold +45% darkness +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Unretar the Iceream (0 def, 0 armour) 2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +10 Cun +10 Con offense ------ Mind Crit +6% Critical power +19.00% Mindpower +6 (+1 eff.) Damage +6% cold +30% nature +27% arcane Ignore resists +10% arcane +15% cold When Hit 8 cold defense ------ Resistance +15% all Mind save +30 (+6 eff.) Poison Resist +32% Disease Resist +50% other ------- Hate-on-crit +5.00 Psi-on-crit +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  elven-silk robe 'Yaruroddablek' (0 def, 0 armour) 2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +8 Str +8 Mag +8 Wil +3 Con offense ------ Mind Crit +4% Mindpower +10 (+2 eff.) Damage +58% lightning +55% physical +28% darkness +23% cold Ignore resists +20% darkness +20% physical defense ------ Resistance +57% lightning +3% physical +6% light +14% cold +9% acid +15% all Unlife -60.00 life other ------- Max hate +23.00 Max psi +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  pair of drakeskin leather boots 'Lightpassion' (14 def, 5 armour) 2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +20 Dex +6 Mag +15 Lck offense ------ Spellpower +10 (+2 eff.) defense ------ Armor +5 Defense +14 (+3 eff.) Resistance +9% light Spell save +18 (+4 eff.) Stealth +11 other ------- Max mana +20.00 Max vim +30.00 Spell cooldown 10% A pair of boots made of leather. | 
|  Belazilabers the elven-silk wizard hat (3 def, 0 armour) 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Str +7 Mag +7 Wil +9 Cun offense ------ Critical power +15.00% Spellpower +6 (+1 eff.) Spellpower/crit +2 Damage +15% acid +14% lightning +11% cold +15% arcane +15% fire Ignore resists +10% arcane defense ------ Defense +3 (+1 eff.) Resistance +3% physical Mind save +10 (+2 eff.) A pointy cloth hat, very wizardly... | 
|  elven-silk wizard hat 'Brandraze' (3 def, 0 armour) 2.0 Encumbrance T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +15 Wil +17 Cun +3 Con offense ------ Physical Crit +2.0% Mind Crit +8% Physical Power +25 (+3 eff.) Mindpower +5 (+1 eff.) Damage +3% lightning +20% cold +3% fire Ignore resists +5% fire defense ------ Defense +3 (+1 eff.) Resistance +30% cold Mind save +30 (+6 eff.) Unlife -60.00 life Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 5.5 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 404 Mind damage and spreads amongst your foes, dealing damage and feeding you 5.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 35% 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... | 
|  voratun mail armour 'Fogwalker' (5 def, 20 armour) 14.0 Encumbrance T5 heavy armor [Random Unique] Nature/Master/Psionic While equipped: offense ------ Damage +15% darkness defense ------ Armor +20 Defense +5 (+1 eff.) Fatigue +2% Resistance +6% nature +10% mind +6% arcane Physical save +29 (+5 eff.) Mind save +28 (+6 eff.) Life Regen +12.60 Healmod +10% other ------- Stamina/turn +2.10 A suit of armour made of mail. | 
|  Molten Skin (15 def, 12 armour) 9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Physical Crit +8.0% Spell Crit +10% Critical power +20.00% Spellpower +15 (+3 eff.) On-Hit 15 light 30 fire On-Ranged-Hit 15 light 30 fire Damage +20% fire +5% light +10% all Ignore resists +10% light +15% fire When Hit 30 fire defense ------ Armor +12 Defense +15 (+3 eff.) Resistance +20% fire +12% light -5% cold other ------- Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Effective talent level: 5.5 Power cost 12 out of 16/16. Range melee/personal Cooldown: 5 Travel.spd instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 480.60 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. | 
|  voratun plate armour 'Plagueborn' (0 def, 33 armour) 17.0 Encumbrance T5 massive armor [Random Unique] Nature/Master While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 66% defense ------ Armor +33 Fatigue +22% Resistance +36% acid +7% cold +12% mind +6% nature other ------- Breathe water A suit of armour made of metal plates. | 
|  5 agate 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  2677 alchemist agate 0.0 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. | 
|  10 onyx 0.0 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  Windborne Azurite 0.0 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. | 
|  4 aquamarine 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  9 lapis lazuli 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  6 opal 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  11 sapphire 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  4 topaz 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Pick of Dwarven Emperors (dig speed 12 turns) =DIG= 3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 5.5 Power cost 30 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 154.16 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. | 
|  dwarven-steel pickaxe of the Iron Throne (dig speed 15 turns) 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Life +26.00 other ------- Max stamina +18.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Rungof's Fang 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  Forbidden Tome: "Of Knowledge And Horrors" 2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. | 
|  Forbidden Tome: "The Day It Came" 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? | 
|  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 emerald 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  11 jade 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  4 spinel 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  10 turquoise 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+1 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+1 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  survivor's alchemist's lamp of corpselight =WABR= 1.0 Encumbrance T3 lite [Ego+] Arcane/Nature While equipped: offense ------ Spell Crit +4% Spellpower +3 (+0 eff.) Damage +0% light defense ------ Resistance +7% blight +9% darkness Physical save +8 (+2 eff.) Healmod +16% other ------- Light +4 Infravision +4 See Invisibility +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 2.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 137 blight damage or heals 110 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Crystal Focus 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. | 
|  Prothotipe's Prismatic Eye 0.0 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. | 
|  Telos's Staff Crystal 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. | 
|  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 Orb 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Automated Portable Extractor 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  Atamathon's Ruby Eye 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 Item imbue powers: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. | 
|  Runed Skull 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. | 
|  62 alchemist bloodstone 0.0 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 bloodstone 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  15 fire opal 0.0 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 When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  9 garnet 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  13 ruby 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  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 1317.12 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. | 
| amazing frost salve [power 64]amazing frost salve [power 64] 1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 262% efficiency and 67% cooldown modifier. Remove 3 physical effects and grants a frost aura (64% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. | 
| amazing healing salve [power 925]amazing healing salve [power 925] 1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 262% efficiency and 67% cooldown modifier. Heal 925 Puts Talent Medical Injector on 15 turn cooldown Medical salve. | 
| amazing pain suppressor salve [power 810]amazing pain suppressor salve [power 810] 1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 262% efficiency and 67% cooldown modifier. Let you fight up to -810 life and reduces all damage by 29% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. | 
| amazing unstoppable force salve [power 257]amazing unstoppable force salve [power 257] 1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 262% efficiency and 67% cooldown modifier. Increases all saves by 257 and healing factor by half Puts Talent Medical Injector on 18 turn cooldown Activation is instant. Medical salve. | 
| great fiery salve [power 57]great fiery salve [power 57] 1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 262% efficiency and 67% cooldown modifier. Remove 2 magical effects and grants a fiery aura (57% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. | 
| great water salve [power 57]great water salve [power 57] 1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 262% efficiency and 67% cooldown modifier. Remove 2 mental effects and grants a water aura (57% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. | 
|  Transmogrification Chest 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Breezeglean (22/22, 183% power, 6 apr) 3.0 Encumbrance T5 shot ammo [Random Unique] Master/Psionic Weapon Damage 184% Range: 1.0x-1.2x Uses 50% Cun, 50% Mag, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +22.0% Capacity 22 On-ranged-hit +16 temporal +38 physical On-Hit, radius 1 +25 nature +16 temporal On-crit, radius 2 +16 nature On Hit: * 20% chance to knock the target back 3 spaces and deal 254 physical damage On Critical: * Wound the target dealing 410 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. | 
|  Flashcrypt (21/21, 164% power, 6 apr) 3.0 Encumbrance T5 shot ammo [Random Unique] Nature/Psionic Weapon Damage 165% Range: 1.0x-1.2x Uses 50% Cun, 50% Mag, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 21 On-ranged-hit +16 fire +40 physical +33 cold On-Hit, radius 1 +26 fire On-crit, radius 2 +20 fire +14 cold On Hit: * 26 arcane resource burn * 20% chance to create vines that bind the target to the ground dealing 254 nature damage and pinning them for 3 turns * 20% chance to knock the target back 3 spaces and deal 254 physical damage Shots are used with slings to pummel your foes to death. | 
|  Lorilakath (23/23, 188% power, 17 apr) 3.0 Encumbrance T5 shot ammo [Random Unique] Master/Psionic Weapon Damage 189% Range: 1.0x-1.2x Uses 50% Cun, 50% Mag, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +17 Critical Rate +19.0% Capacity 23 Projectile Speed +200% On-ranged-hit +4 acid +21 darkness Damage Against +18% Living On-crit, radius 2 +25 acid On Hit: * 25 arcane resource burn * 25% chance to reduce armor by 46% Shots are used with slings to pummel your foes to death. | 
|  dragonbone totem of stinging 'Iverekira' [power 428]  (1/15 cooldown) 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: Stats +4 Dex offense ------ Physical Crit +1.0% Mind Crit +3% Critical power +10.00% Physical Power +5 (+1 eff.) When Hit 11 mind defense ------ Defense +20 (+4 eff.) Sting an enemy dealing 719 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce 3 talent cooldowns by 2. 100% to increase all damage by 30% for 2 turns. 100% to reduce fatigue by 60% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  8 amethyst 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  Arotar the dragonbone wand of shielding [power 398]  (1/20 cooldown) 2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: Stats +4 Str offense ------ Damage +6% acid Ignore Armor +2 defense ------ Defense +5 (+1 eff.) other ------- Max vim +20.00 Create a shield absorbing up to 398 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Hanorezilakan [power 464]  (1/20 cooldown) 2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: Stats +2 Dex +2 Con offense ------ Damage +6% mind +3% physical Accuracy +20 (+3 eff.) When Hit 8 acid On-Hit (Melee): * 20% chance to reduce armor by 46% other ------- Max stamina +10.00 Wards +5 lightning +6 nature +6 arcane +6 blight Talents +1 Ward Create a shield absorbing up to 464 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase all damage by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Pearl of Life and Death 2.0 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. | 
|  13 diamond 0.0 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  15 moonstone 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  14 pearl 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  10 quartz 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  11 amber 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  6 ametrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  7 citrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  9 zircon 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
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.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on 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.
Achievements
 A dangerous secret (Insane (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Insane (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.By Rismi the Doomelf Annihilator level 51
25th Pyre 123rd year of Ascendancy at 04:01 see stats
 A different point of view (Insane (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Insane (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Rismi the Doomelf Annihilator level 29
78th Haze 122nd year of Ascendancy at 13:15 see stats
 Against all odds (Insane (Adventure) difficulty)
			Killed Ukruk in the ambush.
			Against all odds (Insane (Adventure) difficulty)
			Killed Ukruk in the ambush.By Rismi the Doomelf Annihilator level 49
16th Pyre 123rd year of Ascendancy at 19:29 see stats
 Anti-Antimagic! (Insane (Adventure) difficulty)
			Destroyed the Ziguranth camp with your Rhaloren allies.
			Anti-Antimagic! (Insane (Adventure) difficulty)
			Destroyed the Ziguranth camp with your Rhaloren allies.By Rismi the Doomelf Annihilator level 51
29th Pyre 123rd year of Ascendancy at 15:25 see stats
 Arachnophobia (Insane (Adventure) difficulty)
			Destroyed the spydric menace.
			Arachnophobia (Insane (Adventure) difficulty)
			Destroyed the spydric menace.By Rismi the Doomelf Annihilator level 56
63rd Pyre 123rd year of Ascendancy at 08:22 see stats
 Are you out of your mind?! (Insane (Adventure) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
			Are you out of your mind?! (Insane (Adventure) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Rismi the Doomelf Annihilator level 58
68th Pyre 123rd year of Ascendancy at 13:30 see stats
 Atamathoned! (Insane (Adventure) difficulty)
			Killed the giant golem Atamathon after foolishly reactivating it.
			Atamathoned! (Insane (Adventure) difficulty)
			Killed the giant golem Atamathon after foolishly reactivating it.By Rismi the Doomelf Annihilator level 100
62nd Haze 123rd year of Ascendancy at 15:22 see stats
 Back and there again (Insane (Adventure) difficulty)
			Opened a portal to the Far East from Maj'Eyal.
			Back and there again (Insane (Adventure) difficulty)
			Opened a portal to the Far East from Maj'Eyal.By Rismi the Doomelf Annihilator level 65
57th Dusk 123rd year of Ascendancy at 23:29 see stats
 Brave new world (Insane (Adventure) difficulty)
			Went to the Far East and took part in the war.
			Brave new world (Insane (Adventure) difficulty)
			Went to the Far East and took part in the war.By Rismi the Doomelf Annihilator level 56
59th Pyre 123rd year of Ascendancy at 23:56 see stats
 Bringer of Doom (Insane (Adventure) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Insane (Adventure) difficulty)
			Killed a Bringer of Doom.By Rismi the Doomelf Annihilator level 21
48th Haze 122nd year of Ascendancy at 08:45 see stats
 Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Rismi the Doomelf Annihilator level 19
52nd Dusk 122nd year of Ascendancy at 22:01 see stats
 Destroyer's bane (Insane (Adventure) difficulty)
			Killed Golbug the Destroyer.
			Destroyer's bane (Insane (Adventure) difficulty)
			Killed Golbug the Destroyer.By Rismi the Doomelf Annihilator level 54
41st Pyre 123rd year of Ascendancy at 14:27 see stats
 Dragon's Greed (Insane (Adventure) difficulty)
			Amassed 8000 gold pieces.
			Dragon's Greed (Insane (Adventure) difficulty)
			Amassed 8000 gold pieces.By Rismi the Doomelf Annihilator level 36
2nd Wintertide 123rd year of Ascendancy at 22:24 see stats
 Earth Master (Insane (Adventure) difficulty)
			Killed Harkor'Zun.
			Earth Master (Insane (Adventure) difficulty)
			Killed Harkor'Zun.By Rismi the Doomelf Annihilator level 38
17th Regrowth 123rd year of Ascendancy at 16:18 see stats
 Evil denied (Insane (Adventure) difficulty)
			Won ToME by preventing the Void portal from opening.
			Evil denied (Insane (Adventure) difficulty)
			Won ToME by preventing the Void portal from opening.By Rismi the Doomelf Annihilator level 100
46th Haze 123rd year of Ascendancy at 04:16 see stats
 Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.By Rismi the Doomelf Annihilator level 28
76th Haze 122nd year of Ascendancy at 03:02 see stats
 Eye of the storm (Insane (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Insane (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Rismi the Doomelf Annihilator level 41
79th Regrowth 123rd year of Ascendancy at 15:18 see stats
 Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!
			Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!By Rismi the Doomelf Annihilator level 53
40th Pyre 123rd year of Ascendancy at 13:34 see stats
 Fear of Fours (Insane (Adventure) difficulty)
			Killed all four bosses of the Slime Tunnels.
			Fear of Fours (Insane (Adventure) difficulty)
			Killed all four bosses of the Slime Tunnels.By Rismi the Doomelf Annihilator level 86
37th Haze 123rd year of Ascendancy at 09:32 see stats
 Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
			Escaped the Searing Halls.
			Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
			Escaped the Searing Halls.By Rismi the Doomelf Annihilator level 8
77th Pyre 122nd year of Ascendancy at 02:16 see stats
 Home sweet home (Insane (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Insane (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rismi the Doomelf Annihilator level 29
78th Haze 122nd year of Ascendancy at 15:22 see stats
 I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.
			I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Rismi the Doomelf Annihilator level 61
68th Pyre 123rd year of Ascendancy at 14:07 see stats
 Invasion from the Depths (Insane (Adventure) difficulty)
			Stopped a naga invasion by closing their portal.
			Invasion from the Depths (Insane (Adventure) difficulty)
			Stopped a naga invasion by closing their portal.By Rismi the Doomelf Annihilator level 77
16th Haze 123rd year of Ascendancy at 02:31 see stats
 Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
			Got saved from death in the Godfeaster by Malyu and managed to escape.
			Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
			Got saved from death in the Godfeaster by Malyu and managed to escape.By Rismi the Doomelf Annihilator level 36
2nd Wintertide 123rd year of Ascendancy at 22:24 see stats
 Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Rismi the Doomelf Annihilator level 10
9th Dusk 122nd year of Ascendancy at 00:24 see stats
 Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Rismi the Doomelf Annihilator level 20
37th Haze 122nd year of Ascendancy at 14:35 see stats
 Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.
			Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.By Rismi the Doomelf Annihilator level 30
2nd Decay 122nd year of Ascendancy at 21:44 see stats
 Level 40 (Insane (Adventure) difficulty)
			Got a character to level 40.
			Level 40 (Insane (Adventure) difficulty)
			Got a character to level 40.By Rismi the Doomelf Annihilator level 40
68th Regrowth 123rd year of Ascendancy at 22:44 see stats
 Level 50 (Insane (Adventure) difficulty)
			Got a character to level 50.
			Level 50 (Insane (Adventure) difficulty)
			Got a character to level 50.By Rismi the Doomelf Annihilator level 50
16th Pyre 123rd year of Ascendancy at 19:29 see stats
 Myths of an age past (Insane (Adventure) difficulty)
			Learned all there is to learn about the Gods and the Godslayers.
			Myths of an age past (Insane (Adventure) difficulty)
			Learned all there is to learn about the Gods and the Godslayers.By Rismi the Doomelf Annihilator level 29
78th Haze 122nd year of Ascendancy at 13:15 see stats
 Once bitten, twice shy (Insane (Adventure) difficulty)
			Escaped the Anteroom of Agony.
			Once bitten, twice shy (Insane (Adventure) difficulty)
			Escaped the Anteroom of Agony.By Rismi the Doomelf Annihilator level 33
7th Decay 122nd year of Ascendancy at 09:55 see stats
 Orcrist (Insane (Adventure) difficulty)
			Killed the leaders of the Orc Pride.
			Orcrist (Insane (Adventure) difficulty)
			Killed the leaders of the Orc Pride.By Rismi the Doomelf Annihilator level 84
35th Haze 123rd year of Ascendancy at 20:20 see stats
 Overpowered! (Insane (Adventure) difficulty)
			Did over 6000 damage in one attack.
			Overpowered! (Insane (Adventure) difficulty)
			Did over 6000 damage in one attack.By Rismi the Doomelf Annihilator level 70
1st Haze 123rd year of Ascendancy at 04:28 see stats
 Poisonous (Insane (Adventure) difficulty)
			Sided with the assassin lord.
			Poisonous (Insane (Adventure) difficulty)
			Sided with the assassin lord.By Rismi the Doomelf Annihilator level 19
25th Dusk 122nd year of Ascendancy at 11:26 see stats
 Race through fire (Insane (Adventure) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.
			Race through fire (Insane (Adventure) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Rismi the Doomelf Annihilator level 76
12nd Haze 123rd year of Ascendancy at 13:07 see stats
 Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.By Rismi the Doomelf Annihilator level 34
2nd Wintertide 123rd year of Ascendancy at 00:49 see stats
 Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.
			Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.By Rismi the Doomelf Annihilator level 26
73rd Haze 122nd year of Ascendancy at 14:12 see stats
 Sliders (Insane (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.
			Sliders (Insane (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.By Rismi the Doomelf Annihilator level 55
41st Pyre 123rd year of Ascendancy at 15:42 see stats
 Tactical master (Insane (Adventure) difficulty)
			Fought the two Sorcerers without closing any invocation portals.
			Tactical master (Insane (Adventure) difficulty)
			Fought the two Sorcerers without closing any invocation portals.By Rismi the Doomelf Annihilator level 98
46th Haze 123rd year of Ascendancy at 04:14 see stats
 Tales of the Spellblaze (Insane (Adventure) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.
			Tales of the Spellblaze (Insane (Adventure) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.By Rismi the Doomelf Annihilator level 29
78th Haze 122nd year of Ascendancy at 13:15 see stats
 The Legend of Garkul (Insane (Adventure) difficulty)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Insane (Adventure) difficulty)
			Learned the five chapters of the Legend of Garkul.By Rismi the Doomelf Annihilator level 29
78th Haze 122nd year of Ascendancy at 13:15 see stats
 The Sun Still Shines (Insane (Adventure) difficulty)
			Aeryn survived the last battle.
			The Sun Still Shines (Insane (Adventure) difficulty)
			Aeryn survived the last battle.By Rismi the Doomelf Annihilator level 100
46th Haze 123rd year of Ascendancy at 04:16 see stats
 The bigger the better! (Insane (Adventure) difficulty)
			Did over 3000 damage in one attack.
			The bigger the better! (Insane (Adventure) difficulty)
			Did over 3000 damage in one attack.By Rismi the Doomelf Annihilator level 46
13rd Pyre 123rd year of Ascendancy at 21:12 see stats
 The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By Rismi the Doomelf Annihilator level 40
76th Regrowth 123rd year of Ascendancy at 21:31 see stats
 There and back again (Insane (Adventure) difficulty)
			Opened a portal to Maj'Eyal from the Far East.
			There and back again (Insane (Adventure) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Rismi the Doomelf Annihilator level 62
8th Mirth 123rd year of Ascendancy at 16:58 see stats
 Total Annihilation: Redundancy (Insane (Adventure) difficulty)
			Wield the Annihilator as an Annihilator.
			Total Annihilation: Redundancy (Insane (Adventure) difficulty)
			Wield the Annihilator as an Annihilator.By Rismi the Doomelf Annihilator level 82
35th Haze 123rd year of Ascendancy at 05:20 see stats
 Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.By Rismi the Doomelf Annihilator level 26
73rd Haze 122nd year of Ascendancy at 09:16 see stats
 Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Rismi the Doomelf Annihilator level 17
17th Dusk 122nd year of Ascendancy at 04:37 see stats
 Vampire crusher (Insane (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Insane (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Rismi the Doomelf Annihilator level 48
16th Pyre 123rd year of Ascendancy at 08:26 see stats









































































