










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Quantum Slider 1.7.4Adds a new race: the Vorloth. Vorloths are not from Eyal, they are from planet Luxam. Adds a new Chronomancer subclass, the Quantum Slider. The class has a very unique way of gameplay: you should run & teleport as fast and as many times as you just can. Quantum Slider has only the Spellbinding (locked) tree from the original chronomancy trees. Their new, unique trees are: - starting unlocked class trees - Quantum Theory - for paradox management and unique mobility benefits (defense & utility) - locked higher (from lvl 10) class trees - Paradox Mysticism - overcharged by speed causes very dangerous electrical properties... cook your enemies while running fast! - starting unlocked generic trees - Prajna - extended senses and enlightenment (tracking, other vision effects, immunities & buff) Paths - contains 8 individual "MINI-PRODIGIES" (specializations) - locked generic trees - Quantum Fusion - enhance your spellcasting (damage enhancement, buffs & debuff) Quantum Sliders also have a Class Evolution, the:  Táltos. The addon also contains new effects and new damage types for the class. The possible power level is higher than with a paradox mage. Slider is a very strong class if it's played in a simple way, but the more complex Thanks for playing and for the feedback! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Hotkeys Toolbar Scroll Lock 1.7.0Adds new game option "UI | Scroll hotkeys toolbar with scroll wheel", which can be disabled to prevent the scroll wheel or other scrolling input mechanisms from affecting the hotkeys toolbar. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect: 
 Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
 Prophecy Management 1.7.0Adds a new talent Prophecy Management, for easier management of the prophecies associated with Grand Oration, Twofold Curse and Revelation. Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes: 
 Simple Man 1.7.4Adds a new Adventurer class, the Simple Man. Simple Men just needs: Cunning, Mental Critical Chance and Critical Multiplier. Well... it's pretty simple. :) Simple Man also have a class evolution, it can become: LUA Man It has a special resource, the LUA and it can gain LUA by triggering LUA Errors. Be careful, just learn this evolution just for your own risk! :) Thanks for playing! Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net 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. 
 
 
 
 
 
 
 
 Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents:  New Talents: Advanced Talents: Harrier class 1.7.0Adds the Harrier class. The Harrier is a member of the rogue metaclass who focuses on throwing knives, although she can punch things in a pinch. This addon Overloads throwing-knives.lua. Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Greenwatch 1.7.4Two new Wilder subclasses emerge: the Woods Walker and the Anamage. --== Woods Walker ==-- Favored by wood, wind, and earth, the Woods Walker is most at home wandering the fields and forests of Maj'Eyal. While the Woods Walker brings both archery and mindstar options to the mix, their primary strength lies in their connection to Nature. Class Talent Trees: Generic Talent Trees: --== Anamage ==-- A curious case, the Anamage was once an arcane user, but has experienced a dramatic shift, coming to belief that all magic began with Nature and must be returned to her. The Anamage starts as a follower of Zigur, having fervently sworn off the arcane. Class Talent Trees: Generic Talent Trees: Enjoy! -Mister Vimes Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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:
 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. Cancel Sustain/Effect on Rest 1.7.2You can cancel Sustains and Beneficial effects on Rest. Sustains can be marked to be canceled by right-click talent icons on the talent bar. Beneficial effects can be marked to be canceled in dialog. (default: Ctrl+Alt+E). This addon is created because I'm too lazy to cancel these many times; Github: https://github.com/h-youhei/tome-unsuseff Weight: 100 SuperLoad: Special Thanks: Items Vault 1.7.6Donators/Buyers bonus! Nekarcos's Effect Display QD Acid Fix 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 QD Acid Fix: Simply removes the handling for Acid effects, which breaks occasionally (but permanently). All credit for the add-on to Nekarcos, this is just a quick and dirty fix for convience -- nsrr Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. 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. Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. Technomancy Tweaks 1.7.0Assorted small quality-of-life changes for the Technomancer class evolution from the Embers of Rage DLC (required). Currently includes: 
 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Steam Witch 1.5.10Adds the Steam Witch, a Tinker sub-class. The Steam Witch was born into time magic but found the ordered ways of the Wardens boring and struck out to find a path of their own. Travelling through time and space they found an affinity for technology and integrated their time magic with steam mechanisms. Steam Witches are a ranged attack and spell casting class. Their tl;dr description is ‘magical Psyshot’. Class highlights: Mystic Combat: Steam Witches fight with a steamgun in one hand and a dagger in other, projecting ranged dagger attacks when attacking with the steamgun.  Successful dagger attacks will trigger additional effects based on a selected Touch ability (possible magical attack, magic enhancement, or lifesteal regeneration). 
 Requires Embers of Rage to play. Link to forum: http://forums.te4.org/viewtopic.php?f=50&t=49638 Evoker 1.7.2This adds a new Evoker class which is both corrupted and cursed (though it shows up under Defilers). They are a magic class that does blight damage and evokes a demon to serve you. It is possible for you and your demons to help or hurt each other with some spells and skills. Learning how to work with and around your minions will be key. NOTE: This addon requires that you have the Ashes DLC active. https://github.com/Werekracken/tome-evoker ---Generic talents -Cursed/Diabolical: Demonic Pulse: Demon Portal: Speed Demon: Abyssal Shield: ---Class talents -Corruption/Demon Summons: Summon Demon: Demon Unity: Flame Fury: Improved Summoning: ---Changelog v1.1.0 v1.2.0 v1.2.1 v1.2.2 v1.2.3 v1.2.4 v1.2.5 Witherer Class 1.7.4The Witherer is a Corruptor that focusses on slowly killing their enemies. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog astralInferno's Celestial Oddities 1.7.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes:  | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Adventure | 
| Sex | Female | 
| Race | Shalore | 
| Class | Witherer | 
| Level / Exp | 21 / 51% | 
| Size | medium | 
| Lifes / Deaths | Killed by skeleton warrior at level 11 on the 36th Dusk 122nd year of Ascendancy at 17:50 1 / 4Killed by Salyrarin the dredge at level 20 on the 10th Regrowth 123rd year of Ascendancy at 00:14 Killed by Bethaba the dredgling at level 20 on the 10th Regrowth 123rd year of Ascendancy at 18:29 Killed by Chronolith Twin at level 20 on the 10th Regrowth 123rd year of Ascendancy at 21:49  | 
Primary Stats
| Strength | 7 (base 9) | 
| Dexterity | 13 (base 9) | 
| Constitution | 16 (base 9) | 
| Magic | 64 (base 50) | 
| Willpower | 33 (base 21) | 
| Cunning | 43 (base 34) | 
Resources
| Life | 426/426 | 
| Vim | 75/100 | 
| Healing Factor | 1.0545771506545 | 
| Regeneration | 0.26364428766363 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| Infravision | 4 | 
| See Stealth | 6 | 
| See Invisible | 5 | 
Offense: Mainhand
| Damage | 33 | 
| Accuracy | 38 | 
| Crit Chance | 29% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 10 | 
| Accuracy | 38 | 
| Crit Chance | 30% | 
| APR | 7 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 47 | 
| Crit Chance | 28% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 32 | 
| Crit Chance | 19% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +36% | 
| Blight | +25% | 
| Cold | +4% | 
| All | 0% | 
| Darkness | +12% | 
| Light | +16% | 
| Mind | +20% | 
| Lightning | +5% | 
| Fire | +5% | 
| Nature | +18% | 
Offense: Damage Penetration
| Nature | +25% | 
| Darkness | +20% | 
Defense: Base
| Armour (hardiness) | 11 (30%) | 
| Defense | 20 | 
| Ranged Defense | 20 | 
| Fatigue | 0 | 
| Physical Save | 14 | 
| Spell Save | 26 | 
| Mental Save | 29 | 
Defense: Resistances
| Mind | + 21%( 70%) | 
| Acid | + 53%( 70%) | 
| Light | + 12%( 70%) | 
| Nature | + 20%( 70%) | 
| Darkness | + 14%( 70%) | 
| Arcane | + 14%( 70%) | 
| Fire | + 20%( 70%) | 
| All | + 9%( 70%) | 
Defense: Immunities
| Silence Resistance | 24% | 
| Instadeath Resistance | 100% | 
| Confusion Resistance | 44% | 
| Knockback Resistance | 40% | 
| Stun Resistance | 28% | 
| Poison Resistance | 22% | 
| Blind Resistance | 21% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 284 life over 5 turns. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown.  | 
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Magic stat.  | 
Class Talents
| Corruption / Poison | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Corruption / Blight | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Corrupted branch | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Decay | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Bone | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Corruption / Plague | 1.30 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
| Corruption / Swarm | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Corruption / Toxins | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
| Corruption / Acid | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
Generic Talents
| Corruption / Suffering | 1.30 | 
  | 3/5 | 
  | 3/5 | 
  | 1/5 | 
  | 2/5 | 
| Spell / Staff combat | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Shalore | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Corruption / Curses | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Corruption / Hexes | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
Effects
| talent | Corrosive Bubble | 
| talent | Bone Shield | 
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done | 
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor.  | done | 
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5.  | done | 
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Magic by +5.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there.  | active | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died.  | done | 
Equipment
| On feet |  Shadowwind (10 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Physical Crit +1.0% Physical Power +20 (+10 eff.) Ignore resists +20% darkness Accuracy +15 (+6 eff.) On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +10 (+5 eff.) Silence Resist +24% Confus Resist +34% Stun Resist +28% A pair of boots made of leather.  | 
| Light source |  Torykalthoblek the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Mind Crit +5% Damage +6% mind other ------- Psi when Hit +0.16 Hate-on-crit +2.00 Light +8 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head |  Arivena (6 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Cun +3 Wil offense ------ Mindpower +5 (+3 eff.) Damage +10% acid +9% mind Ignore Armor +1 defense ------ Defense +6 (+3 eff.) Resistance +15% acid other ------- Stamina/turn +3.00 A pointy cloth hat, very wizardly...  | 
| On hands |  Phlegmdream (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ On-Hit 8 mind Damage +9% nature +6% darkness +5% mind Ignore resists +25% nature On-Hit (Melee): * 10% chance to slow global speed by 48% * 20% chance to reduce damage dealt by 18% defense ------ Armor +2 Resistance +7% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Tool |  Singetooth the iron torque of clear mind [power 1]  (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: defense ------ Armor +2 Resistance +12% fire +5% arcane +3% light Unlife -60.00 life Confus Resist +10% Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
| On fingers |  marksman's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Dex +3 Mag offense ------ On-Hit 13 light On-Ranged-Hit 10 light Damage +10% light Accuracy +6 (+3 eff.) Rings make your fingers look great!  | 
| On fingers |  psionicist's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+2 eff.) Blind Resist +21% other ------- Infravision +4 See Stealth +6 See Invisibility +5 Rings make your fingers look great!  | 
| Around neck |  archmage's copper amulet of the eclipse0.1 Encumbrance T1 amulet jewelry [Ego++] Arcane While equipped: Stats +2 Mag offense ------ Spell Crit +4% Spellpower +3 (+1 eff.) On-Hit 6 light 6 darkness Damage +4% acid +6% light +4% cold +5% fire +5% lightning +6% darkness When Hit: * 6% chance to reduce damage dealt by 18% * 6% chance to blind Amulets make your neck look great!  | 
| In main hand |  magewarrior's short yew vilestaff of war (129% power, 4 apr, blight element)5.0 Encumbrance T3 staff 1H weapon [Ego++] Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +10 physical While equipped: offense ------ Physical Crit +12.0% Spell Crit +6% Physical Power +5 (+2 eff.) Spellpower +15 (+5 eff.) Damage +25% blight Accuracy +16 (+6 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
| Around waist |  Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.  | 
| In off hand | steel ritual blade of lifedrinking (101% power, 6 apr) steel ritual blade of lifedrinking (101% power, 6 apr)1.0 Encumbrance T2 ritual blade 1H weapon Reqs Dex 14 [Ego+] Arcane Weapon Damage 101% Range: 1.0x-1.3x Uses 45% Mag, 45% Dex Damage Physical Accuracy Bonus +0.5% Ignore Armor (max 50%) Ignore Armor +6 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Spell Crit +4% defense ------ Lifesteal Chance +5% Lifesteal +5% other ------- Vim-on-crit +1.00 Metallic Sharp, short and deadly.  | 
| Cloak |  Emoretira the Coalrace (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +4 Wil offense ------ When Hit 6 darkness 8 blight defense ------ Defense +2 (+1 eff.) Resistance +6% mind +12% nature Physical save +6 (+6 eff.) Mind save +9 (+5 eff.) Life +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Demonbore the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: Stats +2 Mag +2 Cun +2 Con offense ------ Damage +22% acid +9% nature defense ------ Resistance +33% acid +6% darkness +9% all Poison Resist +22% Disease Resist +22% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
Inventory
 oxygen infusion of the wizard (stamina 251 over 10 turns)0.1 Encumbrance T2 infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to restore 251 stamina and air over 10 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 healing infusion (heal 40; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 healing infusion of the psychic (heal 109; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 109 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 movement infusion of the titan (speed 479%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 479% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 magic missile rune of the wizard (151 arcane damage)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Fires a Magic Missile that does 151 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Rune of the Rift (282.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 282.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 acid wave rune of the psychic (damage 142; dur 4; cd 23)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 142.26 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune of the wizard (absorb 247; dur 3; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 247 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Angolwen Academy Training Token0.1 Encumbrance tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.)  | 
 Floeraptor the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +3 Dex offense ------ Critical power +5.00% Accuracy +5 (+2 eff.) defense ------ Armor +2 Resistance +11% lightning +6% cold Stun Resist +21% other ------- Max stamina +10.00 Amulets make your neck look great!  | 
 Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed 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...  | 
 copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great!  | 
 grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great!  | 
 Hazespawner0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Damage +12% lightning +3% cold Ignore resists +15% cold defense ------ Fatigue -6% Resistance +12% lightning +12% cold +6% nature Life Regen +2.00 Amulets make your neck look great!  | 
 insulating steel amulet of mastery (0.12 Corruption / Decay)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +11% fire +12% cold other ------- Masteries +0.12 Corruption/Decay Amulets make your neck look great!  | 
 marksman's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+2 eff.) Rings make your fingers look great!  | 
 wizard's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Mind save +5 (+3 eff.) Confus Resist +23% Rings make your fingers look great!  | 
 Islabrema the Dawnsquall0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Wil offense ------ Damage +12% darkness +9% acid When Hit 6 light defense ------ Resistance +24% darkness Crit Resistance 15.00% other ------- Infravision +3 See Invisibility +9 Rings make your fingers look great!  | 
 rogue's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun offense ------ Physical Power +5 (+2 eff.) Spellpower +7 (+2 eff.) Mindpower +5 (+3 eff.) defense ------ Defense +8 (+4 eff.) Rings make your fingers look great!  | 
 titan's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +4 Con defense ------ Physical save +8 (+7 eff.) Blind Resist +23% other ------- Infravision +3 See Stealth +8 See Invisibility +5 Rings make your fingers look great!  | 
 titan's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con defense ------ Physical save +8 (+7 eff.) Life +21.00 Disarm Resist +24% Pinning Resist +20% Knockbk Resist +25% Rings make your fingers look great!  | 
 Rimeobsidian0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +2 Cun offense ------ Damage +12% darkness Ignore resists +15% cold When Hit 4 mind defense ------ Resistance +24% darkness other ------- Max hate +10.00 Rings make your fingers look great!  | 
 Oakwinnow the yew vilestaff (120% power, 4 apr, blight element)5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Dex +3 Cun +2 Con offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +18% acid +3% nature +20% blight defense ------ Defense +7 (+3 eff.) Resistance +3% nature other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 113.99 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art.  | 
 blooming vined mindstar of life (85% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Life +13.00 Life Regen +0.50 Healmod +10% Heal-on-summon +10 other ------- Talents +1 Attune Mindstar 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.  | 
 timebroken linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil offense ------ Spell Crit +2% Spellpower +3 (+1 eff.) Damage +8% arcane +9% temporal defense ------ Resistance +7% all other ------- Max mana +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Glara (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: Stats +4 Cun +3 Str offense ------ Damage +15% light Ignore resists +10% arcane On-Hit (Melee): * 20% chance to reduce all saves and defense by 22 defense ------ Resistance +5% arcane +22% light +9% all other ------- Infravision +2 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 verdant woollen robe of fire (+18%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +4 Con offense ------ Damage +7% nature +12% fire defense ------ Resistance +9% all +18% fire Poison Resist +22% Disease Resist +22% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 dreamer's cashmere robe of lightning (+27%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Damage +18% lightning defense ------ Resistance +27% lightning +14% darkness +12% mind +11% all Physical save +12 (+9 eff.) Spell save +12 (+6 eff.) Mind save +29 (+13 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 timebroken cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +4 (+1 eff.) Damage +11% acid +14% temporal +8% fire +11% cold +8% arcane +10% physical defense ------ Resistance +12% acid +13% physical +12% fire +12% cold +11% all other ------- Max mana +22.00 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 steel mail armour of acid resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +18% acid Metallic A suit of armour made of mail.  | 
 Icewinnow the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +2 (+1 eff.) Damage +3% mind +3% cold defense ------ Resistance +9% mind +3% cold Spell save +5 (+3 eff.) other ------- Size +1 A belt that goes around your waist.  | 
 Mardendur1.0 Encumbrance T1 belt armor [Rare] Master While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Resistance +3% mind Stealth +6 Disarm Resist +10% Stun Resist +20% A belt that goes around your waist.  | 
 rough leather belt of burglary1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +6 Lck defense ------ Stealth +6 other ------- Disarm Traps +6 Infravision +3 A belt that goes around your waist.  | 
 Balanceoozer the linen cloak (1 def, 8 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Mindpower +5 (+3 eff.) Ignore resists +20% nature Accuracy +20 (+7 eff.) defense ------ Armor +8 Defense +1 (+0 eff.) Resistance +10% cold other ------- Max stamina +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Bregulendil the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Cun +1 Con defense ------ Defense +1 (+0 eff.) Resistance +3% lightning +6% cold +3% mind Spell save +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Haze of Pain (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) Damage +10% nature +10% acid When Hit 20 acid defense ------ Defense +6 (+3 eff.) other ------- Vim when Hit +1.00 This light cloak emits a cloud of painful mist when worn.  | 
 spellcowled linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +1 Wil defense ------ Defense +1 (+0 eff.) Spell save +6 (+3 eff.) other ------- Max mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Arcwell (8 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +3 Wil +2 Cun offense ------ Physical Power +20 (+10 eff.) Ignore resists +20% lightning When Hit 4 lightning defense ------ Defense +8 (+4 eff.) Physical save +7 (+6 eff.) other ------- Stamina/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Curewild the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Defense +2 (+1 eff.) Resistance +6% cold +9% temporal +3% fire Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Braneduvor the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex offense ------ Mindpower +10 (+5 eff.) Ignore resists +15% mind defense ------ Armor +1 Resistance +9% darkness Stealth +6 other ------- EQ when Hit +0.04 A pair of boots made of leather.  | 
 Vorovena (5 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Cun +1 Dex offense ------ Physical Crit +2.0% Physical Power +10 (+5 eff.) defense ------ Armor +1 Defense +5 (+2 eff.) Fatigue -5% Physical save +6 (+6 eff.) other ------- Encumbrance +21 A pair of boots made of leather.  | 
 Sleetmortal the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Dex +5 Mag +3 Con offense ------ Damage +15% mind +6% cold defense ------ Armor +3 Fatigue -6% Physical save +8 (+7 eff.) other ------- Encumbrance +26 A pair of boots made of leather.  | 
 Zubathra (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+3 eff.) defense ------ Armor +1 Resistance +3% mind +2% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Airrune the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +3 Cun offense ------ Mind Crit +2% Critical power +5.00% On-Hit 7 fire Damage +5% fire defense ------ Armor +2 Resistance +3% lightning +7% fire other ------- Max psi +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +4% arcane defense ------ Armor +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 storm hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex offense ------ On-Hit 7 lightning Damage +5% lightning Accuracy +10 (+4 eff.) defense ------ Armor +2 Resistance +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability.  | 
 shielding linen wizard hat of frost (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane/Nature While equipped: Stats +3 Mag offense ------ Damage +11% cold defense ------ Defense +1 (+0 eff.) Resistance +16% cold Spell save +5 (+3 eff.) A pointy cloth hat, very wizardly...  | 
 cleansing rough leather cap of constitution (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% Resistance +5% nature +6% blight A cap made of leather.  | 
 rough leather cap 'Xima' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Dex offense ------ Physical Crit +2.0% Damage +3% physical defense ------ Armor +1 Fatigue +1% other ------- Stamina/turn +1.00 A cap made of leather.  | 
 Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor Reqs - Heavy armour training ,Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+9 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery Metallic A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.  | 
Tundrawolf the granite wardstone Tundrawolf the granite wardstone1.0 Encumbrance T2 wardstone armor [Rare] Arcane While equipped: offense ------ Ignore resists +10% darkness When Hit 4 cold defense ------ Defense +4 (+2 eff.) Resistance +15% temporal +17% darkness +15% cold +6% arcane +10% light Damage Reduction +2 all Slow Projectiles +15% other ------- Wards +2 darkness +2 temporal +2 arcane +2 light Talents +2 Ward Handheld warding devices  | 
 4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 9 ametrine0.0 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 12 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 10 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 11 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 9 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+6 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+6 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane A part of set. 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.  | 
 Betitta2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Ignore Shields +10% When Hit 4 blight On-Hit (Melee): * 10% chance to reduce armor by 34% defense ------ Mind save +12 (+6 eff.) other ------- Mana/turn +0.04 Vim-on-crit +2.00 Light +6 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.  | 
 Pitchtorrent2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +3 Str offense ------ Damage +3% darkness When Hit 4 darkness defense ------ Armor +2 Defense +10 (+5 eff.) Physical save +3 (+3 eff.) other ------- Light +5 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.  | 
 Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts.  | 
 Glowbane (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Damage +3% light defense ------ Resistance +6% mind Disarm Resist +10% other ------- Infravision +3 See Invisibility +9 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.  | 
 Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 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.  | 
 elm totem of healing 'Polilrawe' [power 116]  (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +6 Cun +2 Str offense ------ Mind Crit +4% other ------- Stamina/turn +3.00 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power.  | 
 cleansing elm wand of conjuration [power 100]  (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 105 lightning damage Puts all charms on 15 turn cooldown 100% to cleanse 1 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.  | 
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own.  | 
 Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere.  | 
 Temporal Wyrm Heart0.0 Encumbrance heart corpse [Plot Item] Arcane Consume the heart. The heart of Rantha the Abomination. It shines with temporal energies.  | 
 Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on.  | 
Achievements
			A View From The Gallery (Nightmare (Adventure) difficulty)
			Briefly lived as a lowly halfling during the time of the Sher'tuls.By NA_ShaloreWitherer the Shalore Witherer level 12
39th Dusk 122nd year of Ascendancy at 16:30 see stats
			Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By NA_ShaloreWitherer the Shalore Witherer level 18
1st Regrowth 123rd year of Ascendancy at 01:26 see stats
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By NA_ShaloreWitherer the Shalore Witherer level 19
7th Regrowth 123rd year of Ascendancy at 13:27 see stats
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By NA_ShaloreWitherer the Shalore Witherer level 10
31st Dusk 122nd year of Ascendancy at 10:57 see stats
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By NA_ShaloreWitherer the Shalore Witherer level 20
9th Regrowth 123rd year of Ascendancy at 16:29 see stats
			That was close (Nightmare (Adventure) difficulty)
			Killed your target while having only 1 life left.By NA_ShaloreWitherer the Shalore Witherer level 11
36th Dusk 122nd year of Ascendancy at 17:49 see stats
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By NA_ShaloreWitherer the Shalore Witherer level 8
1st Summertide 122nd year of Ascendancy at 13:15 see stats
			The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.By NA_ShaloreWitherer the Shalore Witherer level 15
55th Dusk 122nd year of Ascendancy at 02:34 see stats
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By NA_ShaloreWitherer the Shalore Witherer level 19
9th Regrowth 123rd year of Ascendancy at 15:55 see stats
Log
Resting starts...
Today is the 18th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 16:46.
Talent Swarm Rush is ready to use.
Talent Miasma is ready to use.
Rested for 12 turns (stop reason: all resources and life at maximum).
NA_ShaloreWitherer casts Swarm Rush.
























































































