
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 | 
| Addons | Hulk! 1.4.8 Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Use Item Shortcuts 1.4.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are: 
 In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents: 
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Ashes of Urh'Rok 1.5.0Official 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:
 Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229).  Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Embers of Rage 1.5.0Official 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:
 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. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game | 
| Campaign | Maj'Eyal | 
| Mode | Madness Roguelike | 
| Sex | Female | 
| Race | Hulk | 
| Class | Oozemancer | 
| Level / Exp | 32 / 6% | 
| Size | big | 
| Lifes / Deaths | no deaths recorded/ 0 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 1036 (base 10) | 
| Dexterity | 1034 (base 10) | 
| Constitution | 1036 (base 10) | 
| Magic | 1015 (base 10) | 
| Willpower | 1076 (base 60) | 
| Cunning | 1096 (base 60) | 
Resources
| Life | 476733/476990 | 
| Stamina | 2858/2858 | 
| Equilibrium | 15 | 
| Healing Factor | 2.5 | 
| Regeneration | 25023.125 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +10% | 
| Spell | 0% | 
| Global | +119.74796189566% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 9 | 
| See Stealth | 171.54381075467 | 
| See Invisible | 171.54381075467 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 761 | 
| Accuracy | 232 | 
| Crit Chance | 646% | 
| APR | 47 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 741 | 
| Accuracy | 232 | 
| Crit Chance | 646% | 
| APR | 47 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 192 | 
| Crit Chance | 100% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 214 | 
| Crit Chance | 100% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +20% | 
| Blight | +3% | 
| Arcane | +21% | 
| Cold | +17% | 
| All | 0% | 
| Darkness | +20% | 
| Light | +10% | 
| Temporal | +12% | 
| Lightning | +16% | 
| Physical | +21% | 
| Mind | +33% | 
| Nature | +49% | 
Offense: Damage Penetration
| Lightning | +40% | 
| Temporal | +35% | 
| Mind | +25% | 
| Arcane | +50% | 
| Cold | +35% | 
| All | +20% | 
Defense: Base
| Armour (hardiness) | 27 (30%) | 
| Defense | 184 | 
| Ranged Defense | 185 | 
| Fatigue | 0 | 
| Physical Save | 156 | 
| Spell Save | 172 | 
| Mental Save | 153 | 
Defense: Resistances
| Acid | + 70%( 70%) | 
| Blight | -17%( 70%) | 
| Arcane | + 70%( 70%) | 
| Cold | + 36%( 70%) | 
| All | 0%( 70%) | 
| Darkness | + 6%( 70%) | 
| Light | + 30%( 70%) | 
| Temporal | + 19%( 70%) | 
| Lightning | + 45%( 70%) | 
| Physical | -70%( 70%) | 
| Fire | + 20%( 70%) | 
| Nature | + 70%( 70%) | 
Defense: Immunities
| Stun Resistance | 50% | 
| Confusion Resistance | 100% | 
| Poison Resistance | 76% | 
| Blind Resistance | 76% | 
| Disarm Resistance | 45% | 
| Bleed Resistance | 76% | 
| Pinning Resistance | 38% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 35% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 3607 life over 5 turns. Its effects scale with your Constitution stat. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 9999 damage for 999 turns. | 
| Infusions | Effective talent level: 1.0Infusion: Primal Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 114% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. | 
| Infusions | Effective talent level: 1.0Infusion: Heroism Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 152 for 11 turns. While Heroism is active, you will only die when reaching -4690 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. | 
Class Talents
| Cunning / Tactical | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Wild-gift / Oozing blades | 5.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Wild-gift / Eyal's fury | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Wild-gift / Corrosive blades | 3.70 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Wild-gift / Moss | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Wild-gift / Mucus | 5.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Wild-gift / Slime | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Wild-gift / Ooze | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
Generic Talents
| Cunning / Survival | 1.10 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Wild-gift / Mindstar mastery | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Wild-gift / Harmony | 1.80 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Wild-gift / Antimagic | 1.40 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Wild-gift / Call of the wild | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Wild-gift / Fungus | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
Effects
| talent | Wild Growth | 
| detrimental effect | The target is encased in thorny vines, dealing 481 nature damage each turn and reducing its speed by 37%.Thorn Grab | 
| detrimental effect | Reduces global action speed by 30%.Slow | 
| beneficial effect | Acid damage increased by 20%.Corrosive Nature | 
| beneficial effect | Countering melee attacks: Has a 90% chance to get an automatic counter attack when avoiding a melee attack. (6.4 counters remaining)Counter Attacking | 
| beneficial effect | Nature damage increased by 49%.Natural Acid | 
| beneficial effect | You gain 219% resistance against nature.Resolve | 
| detrimental effect | Badly off balance. Global damage is reduced by 15%.Off-balance | 
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance.Sinister Aura | 
| detrimental effect | The target's physical resistance has been reduced by -70%.Weakened Defenses | 
| detrimental effect | The target is off balance and is 307% more likely to be crit by the target that set it up.  In addition all its saves are reduced by 307.Set Up | 
| beneficial effect | All damage you do also trigget a manaburn for 15% of the damage done.Mana Clash | 
| detrimental effect | SLIMER has heard the hateful whisper.Hateful Whisper | 
| detrimental effect | The target is pinned to the ground, unable to move.Pinned to the ground | 
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 | 
| 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 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 | active | 
| You have killed Ungolë in Ardhungol and saved the Sun Paladin.Eight legs of wonder | done | 
| You abandoned injured seer to death.Escort: injured seer (level 1 of Dreadfell) | failed | 
| You failed to protect the injured seer from death by Polirin the stone troll.Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed | 
| You abandoned injured seer to death.Escort: injured seer (level 2 of Norgos Lair) | failed | 
| You abandoned injured seer to death.Escort: injured seer (level 4 of Old Forest) | failed | 
| You failed to protect the lost sun paladin from death by ghast.Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed | 
| You failed to protect the lost warrior from death by storm drake.Escort: lost warrior (level 8 of Dreadfell) | failed | 
| You abandoned temporal explorer to death.Escort: temporal explorer (level 2 of Dreadfell) | failed | 
| You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair.Escort: worried loremaster (level 3 of Norgos Lair) As a reward you improved Willpower by +2. | 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 | 
| 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.Let's hunt some Orc Find out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * 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: 1284. | 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. You have been shown a secret entrance to his stronghold. | done | 
| You arrived through the farportal in a cave, probably in the Far East.Strange new world Upon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed naga tongue. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed multi-hued wyrm scale. * You've found the needed chunk of ghoul flesh. | active | 
| You have been invited to join a group called the Ziguranth, dedicated to opposing magic.The Curse of Magic | 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 too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within | done | 
| Investigate the bastions of the Pride.The many Prides of the Orcs * You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active | 
| There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.The wild wild east | done | 
| Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal 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 you cannot let slavers continue their dirty work and destroyed them! | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  Demonveil the pair of drakeskin leather boots (13 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +13 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 4 arcane / 8 darkness Changes resistances: +5% arcane Changes resistances penetration: +20% arcane Life regen: +5.30 Healing mod.: +30% A pair of boots made of leather. | 
| Light source |  Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (483 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
| On head |  Malslek the Accursed's Hat (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-1 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+1 eff.) Mindpower: +15 (+2 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. | 
| On hands |  Umbramortal the drakeskin leather gloves (0 def, 3 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+2 eff.) Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 30 mind / 31 darkness Damage when hit (Melee): 12 darkness Changes stats: +11 Str / +5 Dex / +2 Mag / +5 Cun Changes resistances: +6% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+2 eff.) Mental save: -5 (+0 eff.) Mana when firing critical spell: +3.00 Spellpower: +2 (+0 eff.) Mindpower: +10 (+1 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Tool |  Honeywood Chalice Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+1 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. | 
| On fingers |  Ring of the Dead Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. | 
| On fingers |  voratun ring 'Xanevea' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 16 arcane Changes stats: +4 Con Changes resistances penetration: +5% arcane / +5% mind Changes damage: +15% arcane Physical save: +8 (+1 eff.) Disarm immunity: +45% Pinning immunity: +33% Knockback immunity: +35% Life regen: +1.30 Maximum life: +115.00 Healing mod.: +18% Rings can have magical properties. | 
| Around neck |  Cinderjam Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 24 arcane / 8 fire Changes stats: +10 Dex / +10 Cun / +9 Con Changes resistances: +22% lightning / +3% blight Changes resistances penetration: +5% arcane Changes damage: +3% blight / +6% arcane Physical save: +25 (+3 eff.) Spell save: +24 (+3 eff.) Mental save: +25 (+4 eff.) Stun/Freeze immunity: +50% Life regen: +1.50 Stamina each turn: +1.50 Movement speed: +10% Amulets can have magical properties. | 
| In main hand |  Mayyyalle (18-19.8 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +4 physical When wielded/worn: Physical crit. chance: +3.0% Effects on melee hit: * 33% chance to corrode armour by 30% Damage when hit (Melee): 18 lightning / 9 mind / 10 darkness Changes stats: +2 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +23% lightning Changes resistances penetration: +20% lightning Changes damage: +16% lightning / +6% physical / +8% mind / +10% darkness Spell save: +20 (+2 eff.) Pinning immunity: +5% Life regen: +2.00 Maximum life: +43.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| Around waist |  Aritta Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +11 (+1 eff.) Damage when hit (Melee): 21 temporal Changes stats: +5 Str / +5 Con Changes resistances: +16% temporal Physical save: +10 (+1 eff.) Mental save: +6 (+1 eff.) Psi when hit: +0.08 Maximum psi: +50.00 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Size category: +1 A belt that goes around your waist. | 
| In off hand |  living mindstar 'Brandoozer' (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural frost should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 fire / +4 temporal When wielded/worn: Armour: +10 Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 19 ice Changes stats: +8 Cun Changes resistances: +3% temporal / +17% cold Changes resistances penetration: +15% temporal / +15% cold Changes damage: +17% cold / +25% mind / +12% temporal Critical mult.: +22.00% Mindpower: +16 (+2 eff.) Mental crit. chance: +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| Cloak |  elven-silk cloak 'Olydelen' (3 def, 9 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +3 (+0 eff.) Changes stats: +4 Str / +1 Wil / +5 Con Changes resistances: +6% nature / +19% cold Physical save: +17 (+2 eff.) Spell save: +30 (+3 eff.) Mental save: +12 (+2 eff.) Only die when reaching: -50.00 life Maximum life: +77.00 Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Crimson Robe (12 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+1 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. | 
Inventory
|  Blood of Life Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." | 
|  Sealed Scroll of Last Hope 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. | 
|  Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
|  Halusta Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Fatigue: -10% Changes resistances: +15% fire / +9% light / +9% temporal Maximum encumbrance: +36 Physical save: +37 (+5 eff.) Spell save: +12 (+1 eff.) Blindness immunity: +10% Poison immunity: +20% Only die when reaching: -60.00 life Rings can have magical properties. | 
|  Ring of the War Master Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. | 
|  Torchsting the stralite ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +9% fire Changes resistances penetration: +20% fire Changes damage: +21% mind / +9% fire Critical mult.: +15.00% Stun/Freeze immunity: +44% Life regen: +4.00 Maximum psi: +50.00 Mental crit. chance: +3% Rings can have magical properties. | 
|  savage's stralite ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Con Spell save: +17 (+2 eff.) Maximum stamina: +18.00 Rings can have magical properties. | 
|  steel ring 'Mayoriada' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 16 temporal Changes resistances: +12% temporal Changes resistances penetration: +10% temporal Critical mult.: +5.00% Stun/Freeze immunity: +29% Life regen: +1.40 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Rings can have magical properties. | 
|  treant's voratun ring of life Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +15% nature / +13% blight Poison immunity: +22% Disease immunity: +24% Life regen: +2.00 Maximum life: +81.00 Healing mod.: +16% Rings can have magical properties. | 
|  Eilinorin (15.5-17.05 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. This honing mindstar will focus other psionic mindstars. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 45% When wielded/worn: Armour: +6 Damage when hit (Melee): 13 lightning Changes stats: +5 Str / +4 Dex / +4 Mag / +8 Wil / +6 Cun / +4 Con Changes resistances: +20% lightning / +10% physical Changes resistances penetration: +18% lightning / +10% physical Changes damage: +15% lightning / +10% physical Physical save: +15 (+2 eff.) Mental save: +9 (+2 eff.) Life regen: +0.40 Only die when reaching: -20.00 life Maximum psi: +37.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  Elylle (15.5-17.05 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar will resonate with other psionic mindstars. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 12% chance to corrode armour by 30% When wielded/worn: Armour: +4 Defense: +10 (+1 eff.) Ranged Defense: +10 (+1 eff.) Changes stats: +8 Cun Changes resistances: +10% mind Changes resistances penetration: +8% mind Changes damage: +10% mind Critical mult.: +20.00% Mental save: +33 (+5 eff.) Silence immunity: +15% Stun/Freeze immunity: +25% Psi when hit: +1.50 Only die when reaching: -40.00 life Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +25% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  creative pulsing mindstar of resolve (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +7 Wil Critical mult.: +13.00% Physical save: +3 (+1 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  living mindstar of balance (16-17.6 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +7 (+1 eff.) Equilibrium when hit: +1.60 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  hardened leather belt 'Layarianne' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * Slows global speed by 30% Changes resistances: +12% darkness / +6% acid Mental save: +10 (+2 eff.) Pinning immunity: +10% Life regen: +0.70 Healing mod.: +19% A belt that goes around your waist. | 
|  Spider-Silk Robe of Spydrë (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+1 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. | 
|  hardened leather gloves 'Lisena' (0 def, 6 armour) Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+0 eff.) Armour penetration: +6 Armour: +6 Damage (Melee): 8 nature Changes stats: +2 Str / +4 Dex / +4 Cun Changes resistances: +6% nature Changes damage: +5% nature Life regen: +2.20 Stamina each turn: +1.30 Maximum stamina: +15.00 It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  12 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  2079 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  6 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  14 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  5 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  13 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  2 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  10 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  iron pickaxe (dig speed 37 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  voratun pickaxe 'Sparkbraid' (dig speed 7 turns) Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Effects on melee hit: * 36% chance to daze at end of turn Damage when hit (Melee): 12 lightning / 4 fire Changes stats: +3 Str / +5 Dex Changes resistances: +9% lightning / +9% fire Changes resistances penetration: +20% mind Changes damage: +9% lightning / +15% fire / +15% mind Mental save: +15 (+2 eff.) Infravision radius: +3 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Rungof's Fang Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  3 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  7 jade 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  9 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Corrupted heart of the Sandworm Queen Powered by arcane forces 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. | 
|  brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Blood-Runed Athame 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. | 
|  Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 49 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. | 
|  Orb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. | 
|  Orb of Undeath (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  2 bloodstone 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  4 fire opal 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  8 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  9 ruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Recall (3/3) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 117 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 (5/5) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 5379.68 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. | 
|  11 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  Resonating Diamond 0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. | 
|  2 diamond 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  2 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  pearl 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  6 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  6 amber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  10 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  5 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  8 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 A dangerous secret (Madness (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Madness (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By sLIMER the Hulk Oozemancer level 21
66th Regrowth 123rd year of Ascendancy at 04:35 see stats
 A different point of view (Madness (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Madness (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By sLIMER the Hulk Oozemancer level 30
35th Dusk 123rd year of Ascendancy at 21:48 see stats
 Against all odds (Madness (Roguelike) difficulty)
			Killed Ukruk in the ambush.
			Against all odds (Madness (Roguelike) difficulty)
			Killed Ukruk in the ambush.By sLIMER the Hulk Oozemancer level 19
8th Decay 122nd year of Ascendancy at 14:05 see stats
 Antimagic! (Madness (Roguelike) difficulty)
			Completed antimagic training in the Ziguranth camp.
			Antimagic! (Madness (Roguelike) difficulty)
			Completed antimagic training in the Ziguranth camp.By sLIMER the Hulk Oozemancer level 14
48th Haze 122nd year of Ascendancy at 10:43 see stats
 Arachnophobia (Madness (Roguelike) difficulty)
			Destroyed the spydric menace.
			Arachnophobia (Madness (Roguelike) difficulty)
			Destroyed the spydric menace.By sLIMER the Hulk Oozemancer level 25
3rd Flare 123rd year of Ascendancy at 20:34 see stats
 Are you out of your mind?! (Madness (Roguelike) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
			Are you out of your mind?! (Madness (Roguelike) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By sLIMER the Hulk Oozemancer level 26
7th Flare 123rd year of Ascendancy at 10:48 see stats
 Brave new world (Madness (Roguelike) difficulty)
			Went to the Far East and took part in the war.
			Brave new world (Madness (Roguelike) difficulty)
			Went to the Far East and took part in the war.By sLIMER the Hulk Oozemancer level 23
69th Pyre 123rd year of Ascendancy at 08:46 see stats
 Bringer of Doom (Madness (Roguelike) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Madness (Roguelike) difficulty)
			Killed a Bringer of Doom.By sLIMER the Hulk Oozemancer level 20
4th Regrowth 123rd year of Ascendancy at 13:20 see stats
 Curse Lifter (Madness (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Madness (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By sLIMER the Hulk Oozemancer level 8
29th Dusk 122nd year of Ascendancy at 09:35 see stats
 Destroyer's bane (Madness (Roguelike) difficulty)
			Killed Golbug the Destroyer.
			Destroyer's bane (Madness (Roguelike) difficulty)
			Killed Golbug the Destroyer.By sLIMER the Hulk Oozemancer level 22
72nd Regrowth 123rd year of Ascendancy at 02:41 see stats
 Dragon's Greed (Madness (Roguelike) difficulty)
			Amassed 8000 gold pieces.
			Dragon's Greed (Madness (Roguelike) difficulty)
			Amassed 8000 gold pieces.By sLIMER the Hulk Oozemancer level 17
5th Decay 122nd year of Ascendancy at 18:56 see stats
 Earth Master (Madness (Roguelike) difficulty)
			Killed Harkor'Zun and unlocked Stone magic.
			Earth Master (Madness (Roguelike) difficulty)
			Killed Harkor'Zun and unlocked Stone magic.By sLIMER the Hulk Oozemancer level 13
44th Haze 122nd year of Ascendancy at 13:28 see stats
 Exterminator (Madness (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Madness (Roguelike) difficulty)
			Killed 1000 creatures.By sLIMER the Hulk Oozemancer level 11
38th Haze 122nd year of Ascendancy at 00:28 see stats
 Eye of the storm (Madness (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Madness (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By sLIMER the Hulk Oozemancer level 20
4th Regrowth 123rd year of Ascendancy at 01:32 see stats
 Fast Curse Dispel (Madness (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed while saving all the lumberjacks.
			Fast Curse Dispel (Madness (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By sLIMER the Hulk Oozemancer level 8
29th Dusk 122nd year of Ascendancy at 09:35 see stats
 Home sweet home (Madness (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Madness (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By sLIMER the Hulk Oozemancer level 13
40th Haze 122nd year of Ascendancy at 11:37 see stats
 I cleared the room of death and all I got was this lousy achievement! (Madness (Roguelike) 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! (Madness (Roguelike) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By sLIMER the Hulk Oozemancer level 27
7th Flare 123rd year of Ascendancy at 15:22 see stats
 Level 10 (Madness (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Madness (Roguelike) difficulty)
			Got a character to level 10.By sLIMER the Hulk Oozemancer level 10
30th Haze 122nd year of Ascendancy at 09:25 see stats
 Level 20 (Madness (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Madness (Roguelike) difficulty)
			Got a character to level 20.By sLIMER the Hulk Oozemancer level 20
4th Regrowth 123rd year of Ascendancy at 01:02 see stats
 Level 30 (Madness (Roguelike) difficulty)
			Got a character to level 30.
			Level 30 (Madness (Roguelike) difficulty)
			Got a character to level 30.By sLIMER the Hulk Oozemancer level 30
34th Dusk 123rd year of Ascendancy at 20:56 see stats
 Poisonous (Madness (Roguelike) difficulty)
			Sided with the assassin lord.
			Poisonous (Madness (Roguelike) difficulty)
			Sided with the assassin lord.By sLIMER the Hulk Oozemancer level 8
17th Dusk 122nd year of Ascendancy at 15:33 see stats
 Size is everything (Madness (Roguelike) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Madness (Roguelike) difficulty)
			Did over 1500 damage in one attack.By sLIMER the Hulk Oozemancer level 13
40th Haze 122nd year of Ascendancy at 07:56 see stats
 Size matters (Madness (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Madness (Roguelike) difficulty)
			Did over 600 damage in one attack.By sLIMER the Hulk Oozemancer level 6
9th Mirth 122nd year of Ascendancy at 22:29 see stats
 Sliders (Madness (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.
			Sliders (Madness (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.By sLIMER the Hulk Oozemancer level 22
72nd Regrowth 123rd year of Ascendancy at 03:34 see stats
 The Arena (Madness (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Madness (Roguelike) difficulty)
			Unlocked Arena mode.By sLIMER the Hulk Oozemancer level 6
4th Mirth 122nd year of Ascendancy at 18:13 see stats
 The Legend of Garkul (Madness (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Madness (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By sLIMER the Hulk Oozemancer level 30
35th Dusk 123rd year of Ascendancy at 21:48 see stats
 The Right thing to do (Madness (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Madness (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By sLIMER the Hulk Oozemancer level 15
63rd Haze 122nd year of Ascendancy at 20:47 see stats
 The bigger the better! (Madness (Roguelike) difficulty)
			Did over 3000 damage in one attack.
			The bigger the better! (Madness (Roguelike) difficulty)
			Did over 3000 damage in one attack.By sLIMER the Hulk Oozemancer level 22
71st Regrowth 123rd year of Ascendancy at 16:02 see stats
 There and back again (Madness (Roguelike) difficulty)
			Opened a portal to Maj'Eyal from the Far East.
			There and back again (Madness (Roguelike) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By sLIMER the Hulk Oozemancer level 29
29th Dusk 123rd year of Ascendancy at 13:57 see stats
 Treasure Hoarder (Madness (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Madness (Roguelike) difficulty)
			Amassed 3000 gold pieces.By sLIMER the Hulk Oozemancer level 11
37th Haze 122nd year of Ascendancy at 09:23 see stats
 Treasure Hunter (Madness (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Madness (Roguelike) difficulty)
			Amassed 1000 gold pieces.By sLIMER the Hulk Oozemancer level 6
1st Mirth 122nd year of Ascendancy at 19:17 see stats
 Vampire crusher (Madness (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Madness (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By sLIMER the Hulk Oozemancer level 19
8th Decay 122nd year of Ascendancy at 02:27 see stats
Log
SLIMER's mind surges with critical power!
SLIMER is invigorated by the attack!
Doomed Shade of sLIMER's Slime Spit strikes sLIMER in the darkness (+33% damage).
sLIMER HEALS from nature damage!
Mana Clash strikes sLIMER in the darkness (+33% damage).
Mucus ooze hits sLIMER for 550 nature, 323 healing (550 total damage) [323 healing].
Doomed Shade of sLIMER's Slime Spit hits sLIMER for 1482 nature, 872 healing, 819 mind (2301 total damage) [872 healing].
Mana Clash hits sLIMER for 0 arcane, 0 arcane (0 total damage).
Shadow misses sLIMER.
SLIMER's mind surges with critical power!
SLIMER is invigorated by the attack!
SLIMER's mind surges with critical power!
SLIMER is invigorated by the attack!
SLIMER overcomes the gloom
Talent Leaves Tide is ready to use.
sLIMER HEALS from nature damage!
Thorn Grab from Doomed Shade of sLIMER strikes sLIMER in the darkness (+33% damage).
Mana Clash strikes sLIMER in the darkness (+33% damage).
Thorn Grab from Doomed Shade of sLIMER hits sLIMER for 625 nature, 368 healing (625 total damage) [368 healing].
Mana Clash hits sLIMER for 0 arcane damage.
SLIMER is no longer pinned.
SLIMER is no longer attuned.
SLIMER has survived the set up.
SLIMER is no longer toxic to arcane users.
SLIMER deactivates Wild Growth.
SLIMER's acid damage is no longer so potent.
SLIMER's nature damage is no longer so potent.
SLIMER speeds up.
SLIMER no longer hears the hateful whisper.
























































