









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High 
 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:
 Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Achieve in Obscurity 1.7.4Allows disabling of achievement notifications in global chat. Code shamelessly stolen from minmay's QuickTome QoL Changes addon. 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: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: No Ambient Sounds 1.7.5Removes all ambient sounds from the game. This includes removing dog barking, bird screeching, blacksmith sounds, wind, and so on. Monsters will still make their growling and hissing noises while fighting. Enjoy the sweet sound of silence~ https://github.com/sandertyu/tome-no-ambient-sounds ---Changelog--- 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 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. Googly Eyes 1.7.0Adds googly eyes to actors. Eyes wobble around very slowly, and get shaken to point in a new direction when you get a critical hit. Some creatures, especially from addons, may have their eyes appear somewhere weird. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
 Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by  Codefly  
 DescriptionThis addon replaces ToME's floating combat text: 
 Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat. 
 Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game: 
 Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Higher | 
| Class | Necromancer | 
| Level / Exp | 24 / 61% | 
| Size | medium | 
| Lifes / Deaths | Killed by Emelana the thief at level 24 on the 53rd Dusk 122nd year of Ascendancy at 13:40/ 1 | 
Primary Stats
| Strength | 11 (base 10) | 
| Dexterity | 15 (base 10) | 
| Constitution | 10 (base 10) | 
| Magic | 84 (base 54) | 
| Willpower | 27 (base 13) | 
| Cunning | 61 (base 44) | 
Resources
| Life | -338/332 | 
| Mana | 323/463 | 
| Soul | 11/14 | 
| Healing Factor | 1.0000003099961 | 
| Regeneration | 2.2500006974913 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 11 | 
| Lite | 5 | 
| Infravision | 1 | 
| ESP Range | 10 | 
| ESP Kinds | undead | 
Offense: Mainhand
| Damage | 35 | 
| Accuracy | 17 | 
| Crit Chance | 19% | 
| APR | 10 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 63 | 
| Crit Chance | 48% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 31 | 
| Crit Chance | 16% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +26% | 
| Light | +10% | 
| Physical | +6% | 
| Fire | +11% | 
| Arcane | +39% | 
| Cold | +3% | 
| All | 0% | 
Offense: Damage Penetration
| Lightning | +11% | 
| Nature | +16% | 
| Arcane | +16% | 
| Darkness | +21% | 
| All | +6% | 
Defense: Base
| Armour (hardiness) | 3 (35.65183292883%) | 
| Defense | 27 | 
| Ranged Defense | 27 | 
| Fatigue | 0 | 
| Physical Save | 20 | 
| Spell Save | 51 | 
| Mental Save | 27 | 
Defense: Resistances
| Blight | + 41%( 70%) | 
| Arcane | + 46%( 70%) | 
| Mind | + 33%( 70%) | 
| All | + 29%( 70%) | 
| Lightning | + 44%( 70%) | 
| Light | + 39%( 70%) | 
| Temporal | + 31%( 70%) | 
| Physical | + 29%( 70%) | 
| Fire | + 38%( 70%) | 
| Nature | + 31%( 70%) | 
Defense: Immunities
| Pinning Resistance | 22% | 
| Disarm Resistance | 34% | 
| Confusion Resistance | 0% | 
| Knockback Resistance | 23% | 
| Stun Resistance | 25% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 55% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0Rune: Blink Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Cunning stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 14 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 98 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 579 damage for 5 turns. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 14 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 34 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. | 
Class Talents
| Spell / Glacial waste | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Master of flesh | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Nightfall | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Dreadmaster | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Age of dusk | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Spell / Grave | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Master of bones | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Animus | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Spell / Death | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
Generic Talents
| Race / Higher | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Spectre | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Necrosis | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave | active | 
| You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest.Escort: lost defiler (level 2 of Old Forest) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair.Escort: lost tinker (level 2 of Norgos Lair) As a reward you improved Cunning by +5. | done | 
| The affairs of this mortal world are trifling compared to your true goal: To conquer death.From Death, Life Your studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active | 
| 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 | 
| 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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| 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 | 
| 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. | active | 
| 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 needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed vial of wight ectoplasm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed giant spider spinneret. * You've found the needed black mamba head. | active | 
| 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 3 lumberjacks have died. | done | 
Equipment
| On feet |  Falezor the pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil ----- def ----- Armour +1 Resists +3% temporal +3% fire Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+3 eff.) Die.at -40.00 life Blind- +20% Disarm- +10% A pair of boots made of leather. | 
| Light source |  Serpentglean the brass lantern 2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +10% nature +6% all Apr +6 ----- def ----- Resists +6% mind +9% lightning Max.HP +60.00 Blind- +20% ---------- misc 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. | 
| On head |  Thunderpierce the cashmere wizard hat (2 def, 0 armour) 2.0 T3 head armor [Random Unique] Arcane/Master While equipped: Stats +5 Wil dps ---------- Phys.pwr +15 (+7 eff.) Dmg.mod +10% light +12% arcane Res.pen +5% lightning ----- def ----- Defense +2 (+1 eff.) Resists +15% light +1% physical Phys.save +7 (+3 eff.) Die.at -60.00 life ---------- misc Max.mana +32.00 A pointy cloth hat, very wizardly... | 
| Tool |  piercing steel torque of clear mind [power 2]  (1/25 cooldown) =CLEAR MIND= 2.0 T2 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  wizard's steel ring of perseverance 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +25% Rings make your fingers look great! | 
| On fingers |  marksman's copper ring of tenacity 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+5 eff.) ----- def ----- Max.HP +23.00 Disarm- +24% Pinning- +22% Knockbk- +23% Rings make your fingers look great! | 
| Around waist |  Mayewe 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +6 Mag +4 Wil dps ---------- Spell.crit +4% Res.pen +10% arcane ----- def ----- Resists +6% blight Spell.save +12 (+4 eff.) ---------- misc Max.mana +60.00 A belt that goes around your waist. | 
| In main hand |  ethereal yew bonestaff (120% power, 4 apr, darkness element) 5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+3 eff.) Dmg.mod +20% darkness Phasing +13% ----- def ----- Defense +13 (+7 eff.) Shield.pwr +11% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
| On hands |  cinder dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Melee+ 7 fire Dmg.mod +5% arcane +5% fire ----- def ----- Armour +2 Fatigue +3% Resists +7% fire Unarmed combat: Power 125% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +7 arcane On Crit.r2 +6 arcane +7 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. | 
| Main armor |  Vestments of the Conclave (0 def, 0 armour) 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +20% Spell.pwr +15 (+4 eff.) Dmg.mod +22% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. | 
| Cloak |  Hailgrit the linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +6% physical +3% cold ----- def ----- Defense +1 (+1 eff.) Resists +3% blight +3% nature +12% lightning Crit.chn- 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Voidsmasher the copper amulet 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 Dmg.mod +6% darkness +6% fire Res.pen +15% darkness ----- def ----- Resists +9% blight +3% fire ---------- misc Mana/turn +0.14 Max.mana +25.00 Amulets make your neck look great! | 
Inventory
|  healing infusion of the sneak (heal 164; cd 14) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. 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 warrior (heal 76; cd 14) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 76 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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 wizard (speed 681%; cd 15) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 681% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  regeneration infusion of the psychic (heal 267; 13 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 267 life over 5 turns. 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. | 
|  regeneration infusion of the wizard (heal 346; 14 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 346 life over 5 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. | 
|  blink rune (range 4; phase 10; cd 16) 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range 4 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions | 
|  blink rune of the duelist (range 4; phase 14; cd 13) 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range 4 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions | 
|  Prismatic Rune (6 turns; acid, physical, temporal, nature, arcane) 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 physical, 3 temporal, 5 nature, 3 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  biting gale rune of the duelist (damage 78; dur 4; cd 20) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 78.28 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  manasurge rune of the psychic (regen 1083% over 10 turns; mana 54; cd 17) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1083% for 10 turns (253 total) and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. | 
|  manasurge rune of the sneak (regen 1281% over 10 turns; mana 64; cd 18) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1281% for 10 turns (300 total) and instantly restoring 64 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune of the wizard (absorb 115; cd 21) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd 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 115 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions | 
|  shielding rune (absorb 68; dur 3; cd 16) 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 68 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions | 
|  shielding rune of the titan (absorb 155; dur 4; cd 18) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 155 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions | 
|  shielding rune of the warrior (absorb 176; dur 5; cd 16) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 176 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions | 
|  shielding rune of the wizard (absorb 386; dur 3; cd 18) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 386 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. Press to compare to your current inscriptions | 
|  shielding rune of the wizard (absorb 453; dur 3; cd 18) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 453 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. Press to compare to your current inscriptions | 
|  stormshield rune of the psychic (threshold 0; blocks 3; dur 4; cd 13) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 3 times. 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. | 
|  teleportation rune of the duelist (range 35; cd 20) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 35 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  clarifying copper amulet of willpower (+2) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +11% mind Confus- +23% Amulets make your neck look great! | 
|  Blackripper the steel amulet =STR/CON= 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str +4 Con dps ---------- Dmg.mod +6% darkness Melee Ret 4 darkness On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! | 
|  Earthen Beads =WIL= 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 193 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. | 
|  mindweaver's steel amulet of dexterity (+4) =DEX= 0.1 T2 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Dex +2 Wil dps ---------- Mind.pwr +9 (+5 eff.) ----- def ----- Mind.save +7 (+4 eff.) Confus- +12% Amulets make your neck look great! | 
|  restful steel amulet 0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! | 
|  Kindlebreeze the copper ring 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% light Res.pen +10% nature ----- def ----- Resists +3% light Mind.save +5 (+3 eff.) Confus- +20% Rings make your fingers look great! | 
|  Lisitha the Barktooth 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning +3% acid On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Resists +20% lightning Rings make your fingers look great! | 
|  mule's copper ring of perseverance 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Stun/Frz- +21% ---------- misc Max.enc +20 Rings make your fingers look great! | 
|  psionicist's copper ring of frost (+20%) =WIL= 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Mind.save +6 (+3 eff.) Rings make your fingers look great! | 
|  Unraregodur the steel ring 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +25% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Defense +5 (+3 eff.) Resists +5% arcane +3% cold Phys.save +8 (+4 eff.) Spell.save +9 (+3 eff.) Mind.save +9 (+5 eff.) Rings make your fingers look great! | 
|  steel ring 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! | 
|  elm magestaff of channeling (100% power, 2 apr, fire element) 5.0 T1 staff 2H weapon [Ego+] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +12 (+3 eff.) Dmg.mod +10% fire ---------- misc Mana/turn +0.16 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. | 
|  ash starstaff (111% power, 3 apr, light element) 5.0 T2 staff 2H weapon [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  ash vilestaff of greater warding (111% power, 3 apr, fire element) 5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ----- def ----- Armour +7 Defense +7 (+4 eff.) ---------- misc Wards +3 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  lifebinding ash vilestaff of channeling (111% power, 3 apr, darkness element) 5.0 T2 staff 2H weapon [Ego++] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +20 (+5 eff.) Dmg.mod +15% darkness ----- def ----- HP.reg +0.70 Heal.mod +12% ---------- misc Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. | 
|  surging ash magestaff of wizardry (111% power, 3 apr, arcane element) 5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) S.pwr/crit +2 Dmg.mod +15% arcane ---------- misc Max.mana +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Helathabar the Cystbolt (127% power, 4 apr, physical element) 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 127% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +16 (+4 eff.) Dmg.mod +24% physical Res.pen +15% nature ----- def ----- Resists +6% acid Silence- +10% Teleport- +20% ---------- misc Mana/turn +0.24 Vim/s.crit +3.00 Max.mana +49.00 Max.vim +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  yew magestaff of illumination (120% power, 4 apr, arcane element) 5.0 T3 staff 2H weapon [Ego] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% arcane ----- def ----- Defense +10 (+5 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 132.17 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  yew vilestaff of breaching (120% power, 4 apr, blight element) 5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% blight Res.pen +10% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  enhanced iron battleaxe (107% power, 1 apr) =STATS= 3.0 T1 battleaxe 2H weapon [Ego+] Nature Power 107% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Str +5 Dex +6 Mag +5 Wil +6 Cun +5 Con Massive two-handed battleaxes. | 
|  iron battleaxe 'Betysessra' (111% power, 1 apr) 3.0 T1 battleaxe 2H weapon [Rare] Master Power 111% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit.r1 +12 mind While equipped: dps ---------- Res.pen +9% physical Acc +10 (+6 eff.) Apr +9 ----- def ----- Crit.chn- 15.00% Mind.save +9 (+5 eff.) ---------- misc Hate/m.crit +4.00 Infravis +3 Massive two-handed battleaxes. | 
|  plaguebringer's iron battleaxe of shearing (105% power, 1 apr) 3.0 T1 battleaxe 2H weapon [Ego++] Arcane/Master Power 106% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 1 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 29 While equipped: dps ---------- Res.pen +9% all Acc +12 (+7 eff.) Apr +9 ----- def ----- Disease- +17% Massive two-handed battleaxes. | 
|  warbringer's dwarven-steel battleaxe (138% power, 2 apr) 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Master Power 139% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +9 (+4 eff.) Res.pen +12% physical ----- def ----- Disarm- +18% Massive two-handed battleaxes. | 
|  Strikeresolve (132% power, 2 apr) 5.0 T2 greatmaul 2H weapon Reqs Str 16 [Rare] Arcane Power 132% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +14 cold On Hit.r1 +12 cold On Crit.r2 +4 lightning +12 mind While equipped: dps ---------- Res.pen +10% mind ----- def ----- Resists +9% lightning +3% cold +9% mind Massive two-handed mauls. | 
|  arcing steel greatmaul of massacre (148% power, 2 apr) 5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego] Arcane/Master Power 148% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 105 damage Massive two-handed mauls. | 
|  Earthquill the steel longsword (125% power, 3 apr) 3.0 T2 longsword 1H weapon Reqs Str 16 [Rare] Master Power 125% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 47% While equipped: dps ---------- Res.pen +5% mind Melee Ret 2 mind 6 nature ----- def ----- Resists +12% mind +3% nature Sharp, long, and deadly. | 
|  flaming stralite longsword of erosion (140% power, 5 apr) 3.0 T4 longsword 1H weapon Reqs Str 35 [Ego] Arcane/Nature Power 140% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +13 nature On Hit.r1 +9 fire Sharp, long, and deadly. | 
|  chilling steel mace of paradox (111% power, 3 apr) 3.0 T2 mace 1H weapon Reqs Str 16 [Ego] Arcane Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 temporal +9 cold While equipped: ----- def ----- Resists +9% temporal Blunt and deadly. | 
|  iron waraxe of massacre (115% power, 2 apr) 3.0 T1 waraxe 1H weapon [Ego] Master Power 115% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. | 
|  truestriking iron waraxe (105% power, 2 apr) 3.0 T1 waraxe 1H weapon [Ego+] Master Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +8 (+5 eff.) Apr +7 One-handed war axes. | 
|  arcing steel waraxe of massacre (123% power, 3 apr) 3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane/Master Power 123% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 105 damage One-handed war axes. | 
|  elemental steel waraxe of corruption (103% power, 3 apr) 3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego++] Arcane Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: 20% Curse of Death 2 On Hit: * Create an explosion dealing 105 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +13% cold Res.pen +8% cold One-handed war axes. | 
|  steel waraxe 'Layona' (124% power, 3 apr) =DEF= 3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Nature Power 124% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Phys.crit +2.0% Res.pen +10% physical Apr +2 ----- def ----- Defense +15 (+8 eff.) Phys.save +9 (+4 eff.) One-handed war axes. | 
|  Hazeravager (131% power, 4 apr) 3.0 T3 waraxe 1H weapon Reqs Str 24 [Random Unique] Disrupt/Master Power 131% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +8 acid On Crit.r2 +8 cold On Crit: * Deals 53 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Res.pen +20% cold ----- def ----- Resists +9% cold One-handed war axes. | 
|  stralite waraxe 'Bethemille' (135% power, 5 apr) 3.0 T4 waraxe 1H weapon Reqs Str 35 [Random Unique] Arcane/Master Power 135% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +8 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Cun dps ---------- Phys.crit +9.0% Acc +10 (+6 eff.) ----- def ----- Defense +8 (+4 eff.) Resists +6% temporal Crit.chn- 5.00% Disarm- +31% Confus- +20% One-handed war axes. | 
|  Voidpython (100% power, 5 apr) 1.0 T1 dagger 1H weapon [Rare] Psionic Power 100% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +22 darkness Against +5% Living On Hit.r1 +16 darkness While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% darkness ---------- misc Light +3 Sharp, short and deadly. | 
|  Shantiz the Stormblade (111% power, 20 apr) 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. | 
|  mossy mindstar 'Relgyrath' (77% power, 12 apr, mind damage) 3.0 T1 mindstar 1H weapon [Rare] Nature Power 77% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit: * 20 arcane resource burn * 20% chance to slow global speed by 47% While equipped: Stats +3 Str dps ---------- Mind.crit +1% Mind.pwr +5 (+3 eff.) Dmg.mod +3% physical Apr +4 ----- def ----- Armour +4 Defense +10 (+5 eff.) ---------- misc 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. | 
|  Temas the vined mindstar (85% power, 18 apr, nature damage) 3.0 T2 mindstar 1H weapon [Rare] Nature/Disrupt Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Against +10% Unnatural On Hit.r1 +20 physical On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +2 Str +3 Dex dps ---------- Phys.crit +4.0% Mind.crit +2% Mind.pwr +4 (+2 eff.) On Hit (Melee): * 20% chance to reduce armor by 39% ---------- misc 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. | 
|  Stormlash (115% power, 7 apr) 3.0 T1 whip 1H weapon [Unique] Arcane Power 115% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+4 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 22.33 to 67.00 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. | 
|  penetrating ash longbow of acid 4.0 T2 longbow 2H weapon Reqs Dex 16 [Ego+] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +12 acid While equipped: dps ---------- Dmg.mod +12% acid Res.pen +9% physical Longbows are used to shoot arrows at your foes. | 
|  ranger's yew longbow 4.0 T3 longbow 2H weapon Reqs Dex 24 [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +2 Dex Longbows are used to shoot arrows at your foes. | 
|  cured leather sling of piercing 4.0 T2 sling 1H weapon Reqs Dex 16 [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: dps ---------- Res.pen +7% all Acc +9 (+5 eff.) Apr +6 Slings are used to hurl stones or metal shots at your foes. | 
|  Erukath the Unlightbore 4.0 T3 sling 1H weapon Reqs Dex 24 [Random Unique] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Crit.r2 +10 fire While equipped: Stats +3 Str +3 Dex dps ---------- Phys.pwr +7 (+3 eff.) All.spd +1% Res.pen +6% fire On Hit (Ranged): * 10 arcane resource burn ----- def ----- Resists +12% darkness +9% acid Slings are used to hurl stones or metal shots at your foes. | 
|  mighty dwarven-steel steamgun of lightning 4.0 T3 steamgun 1H weapon Reqs Dex 24 Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 lightning Uses 2.0 Steam While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +10% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  overgrown dwarven-steel steamgun of lightning 4.0 T3 steamgun 1H weapon Reqs Dex 24 Steam Pool [Ego] Arcane/Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 lightning On Hit: 10% Overgrowth 3 Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- HP.reg +1.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  deadly quiver of ash arrows of corruption (18/18, 137% power, 7 apr) 3.0 T2 arrow ammo Reqs Dex 16 [Ego+] Arcane/Master Power 137% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 On Hit: 20% Curse of Death 2 Arrows are used with bows to pierce your foes to death. | 
|  quiver of yew arrows of vileness (18/18, 143% power, 10 apr) 3.0 T3 arrow ammo Reqs Dex 24 [Ego] Arcane Power 144% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Ranged+ +12 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 29 Arrows are used with bows to pierce your foes to death. | 
|  storming quiver of elven-wood arrows of grasping (18/20, 156% power, 14 apr) 3.0 T4 arrow ammo Reqs Dex 35 [Ego+] Nature Power 157% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 20 Ranged+ +12 lightning On Crit.r2 +12 lightning On Hit: * 20% chance to create vines that bind the target to the ground dealing 123 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. | 
|  pouch of iron shots of crippling (19/19, 110% power, 1 apr) 3.0 T1 shot ammo [Ego+] Master Power 110% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +10.0% Capacity 19 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. | 
|  Kindleream the pouch of steel shots (44/44, 119% power, 2 apr) 3.0 T2 shot ammo Reqs Dex 16 [Rare] Master Power 120% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 44 Ranged+ +4 mind On Hit.r1 +12 fire On Crit.r2 +20 mind +16 fire On Hit: * 20% chance to reduce all saves and defense by 21 While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. | 
|  psychokinetic pouch of steel shots of accuracy (19/19, 123% power, 2 apr) 3.0 T2 shot ammo Reqs Dex 16 [Ego+] Master/Psionic Power 123% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +5 Apr +2 Crit +4.5% Capacity 19 Ranged+ +6 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 123 physical damage Shots are used with slings to pummel your foes to death. | 
|  pouch of dwarven-steel shots of annihilation (16/19, 146% power, 5 apr) 3.0 T3 shot ammo Reqs Dex 24 [Ego+] Master Power 147% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +9.0% Capacity 19 Proj.spd +200% Shots are used with slings to pummel your foes to death. | 
|  iron shield (0 def, 2 armour, 91% power, 21 block) 7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 92% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +21 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. | 
|  corrosive steel shield of lightning resistance (+11%) (0 def, 4 armour, 105% power, 41 block) 7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego+] Arcane/Master When used to Attack: Power 106% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 Melee+ +11 acid While equipped: Stats +2 Con dps ---------- On Melee Ret: * 13% chance to reduce armor by 39% ----- def ----- Armour +4 Fatigue +8% Resists +11% acid +16% lightning ---------- misc Talents +1 Block Handheld deflection devices. | 
|  exposing dwarven-steel shield of the stars (0 def, 6 armour, 137% power, 87 block) 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Arcane/Psionic When used to Attack: Power 137% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +87 Melee+ +11 light +12 darkness While equipped: Stats +3 Cun +4 Mag dps ---------- Dmg.mod +12% light +12% darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 21 On Melee Ret: * 14% chance to reduce all saves and defense by 21 ----- def ----- Armour +6 Fatigue +8% Resists +12% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. | 
|  flaming dwarven-steel shield of purity (0 def, 6 armour, 138% power, 84 block) 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Nature When used to Attack: Power 138% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 On Hit.r1 +13 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 2 fire ----- def ----- Armour +6 Fatigue +8% Resists +12% nature +10% blight ---------- misc Talents +1 Block Handheld deflection devices. | 
|  windwalling dwarven-steel shield (0 def, 6 armour, 140% power, 75.5 block) 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Psionic When used to Attack: Power 141% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 Melee+ +15 physical While equipped: Stats +2 Wil ----- def ----- Armour +6 Fatigue +8% Resists +11% physical Shield.near.proj +53 Proj.slow +14% ---------- misc Talents +1 Block Handheld deflection devices. | 
|  Anayadig the Sparkrage (10 def, 0 armour) 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +13% fire ----- def ----- Defense +10 (+5 eff.) Resists +6% acid +25% fire +4% physical +7% all Crit.chn- 15.00% Teleport- +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  focusing Robe of the Worm of lightning (+16%) (0 def, 0 armour) 2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +16% lightning +7% all ---------- misc Mana/turn +0.10 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  mindwoven Rags of the Sanctuary (0 def, 0 armour) 2.0 T1 cloth armor [Cosmetic Item] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +7% all Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  verdant woollen robe of lightning (+15%) (0 def, 0 armour) =CON= 2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +8% nature +10% lightning ----- def ----- Resists +15% lightning +9% all Poison- +20% Disease- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  focusing cashmere robe of alchemy (0 def, 0 armour) 2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +5% acid +9% physical +12% fire +10% cold ----- def ----- Resists +10% acid +12% physical +12% fire +10% cold +11% all ---------- misc Mana/turn +0.16 Psi/turn +0.22 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  spellwoven cashmere robe of alchemy (0 def, 0 armour) 2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +14% acid +5% physical +5% fire +10% cold ----- def ----- Resists +12% acid +12% physical +12% fire +12% cold +11% all Spell.save +15 (+5 eff.) ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Heatprophet the rough leather armour (3 def, 2 armour) 9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee Ret 6 fire ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +12% blight +6% mind Max.HP +22.00 Silence- +20% ---------- misc Max.psi +10.00 A suit of armour made of leather. | 
|  Skywish the cured leather armour (6 def, 4 armour) 9.0 T2 light armor Reqs Str 14 [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% lightning +15% temporal Melee Ret 6 arcane ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +30% temporal Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of leather. | 
|  Velutta the cured leather armour (6 def, 10 armour) 9.0 T2 light armor Reqs Str 14 [Rare] Master While equipped: dps ---------- Dmg.mod +6% temporal Melee Ret 2 temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 ----- def ----- Armour +10 Defense +6 (+3 eff.) Fatigue +7% Resists +18% lightning Cut- +20% Teleport- +10% A suit of armour made of leather. | 
|  hardened leather armour of command (17 def, 11 armour) 9.0 T3 light armor Reqs Str 16 [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +11 Defense +17 (+9 eff.) Fatigue +8% Mind.save +13 (+7 eff.) A suit of armour made of leather. | 
|  marauder's hardened leather armour of acid resistance (13 def, 6 armour) 9.0 T3 light armor Reqs Str 16 [Ego+] Master While equipped: Stats +5 Str +5 Dex ----- def ----- Armour +6 Defense +13 (+7 eff.) Fatigue +8% Resists +15% acid Phys.save +7 (+3 eff.) A suit of armour made of leather. | 
|  volcanic hardened leather armour of resilience (9 def, 14 armour) 9.0 T3 light armor Reqs Str 16 [Ego+] Nature While equipped: dps ---------- Melee+ 7 fire Ranged+ 5 fire ----- def ----- Armour +14 Defense +9 (+5 eff.) Fatigue +8% Resists +10% fire +12% physical Max.HP +30.00 A suit of armour made of leather. | 
|  iron mail armour of temporal resistance (2 def, 4 armour) 14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +17% temporal A suit of armour made of mail. | 
|  steel mail armour of acid resistance (2 def, 6 armour) 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% acid A suit of armour made of mail. | 
|  dwarven-steel mail armour of the deep (3 def, 9 armour) 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature While equipped: ----- def ----- Armour +9 Defense +3 (+2 eff.) Fatigue +12% Resists +6% acid +5% cold ---------- misc Breathe water A suit of armour made of mail. | 
|  impenetrable dwarven-steel mail armour (3 def, 20 armour) 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +20 Defense +3 (+2 eff.) Fatigue +12% A suit of armour made of mail. | 
|  stralite mail armour of the deep (4 def, 11 armour) 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +4 (+2 eff.) Fatigue +12% Resists +5% acid +8% cold ---------- misc Breathe water A suit of armour made of mail. | 
|  Flamerain the rough leather belt 1.0 T1 belt armor [Rare] Nature While equipped: Stats +5 Cun dps ---------- Dmg.mod +15% acid +12% fire Res.pen +15% fire ----- def ----- Resists +6% acid +6% fire +6% lightning +6% cold A belt that goes around your waist. | 
|  Flashvenom the rough leather belt 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +9% fire Against +18% Summoned ----- def ----- Defense +5 (+3 eff.) D.Red.from +18% Summoned Max.HP +60.00 Confus- +10% Teleport- +20% A belt that goes around your waist. | 
|  Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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. | 
|  Girdle of the Calm Waters 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. | 
|  Frosttouch the linen cloak (1 def, 0 armour) =CON= 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +3% cold +6% fire Melee Ret 2 fire ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane +6% darkness Spell.save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Magmareaper the linen cloak (1 def, 0 armour) =DEX= 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +1 Con dps ---------- Phys.crit +2.0% Crit.mult +5.00% Dmg.mod +3% fire Res.pen +20% physical Acc +4 (+3 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  enveloping linen cloak of Eldoral (7 def, 0 armour) 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +7 (+4 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  enveloping linen cloak of the Shaloren (6 def, 0 armour) 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +6 (+3 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  murderer's linen cloak of sorcery (1 def, 0 armour) 2.0 T1 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Dex +2 Mag +3 Wil +2 Cun dps ---------- Spell.crit +5% Acc +4 (+3 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  cashmere cloak 'Greenripper' (2 def, 7 armour) 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Wil dps ---------- Crit.mult +16.00% Res.pen +5% nature Acc +8 (+5 eff.) Apr +5 On Hit (Melee): * 10% chance to slow global speed by 47% ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +7% acid +25% cold +7% lightning +7% fire Stealth +7 ---------- misc See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Dawnbreaker (0 def, 1 armour) =DEX= 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +9% light On Hit (Melee): * 10% chance to reduce all saves and defense by 21 ----- def ----- Armour +1 Resists +15% light +3% lightning Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. | 
|  miner's pair of rough leather boots of rushing (0 def, 3 armour) =CON= 2.0 T1 feet armor [Ego+] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +3 ---------- misc Infravis +2 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. | 
|  pair of iron boots 'Shimmerjam' (0 def, 3 armour) =-SIL= 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Wil +4 Cun +1 Con dps ---------- S.pwr/crit +6 Dmg.mod +3% lightning ----- def ----- Armour +3 Fatigue +2% Silence- +22% Confus- +22% Stun/Frz- +24% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  traveler's pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. | 
|  Betiyatta (0 def, 2 armour) 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex +3 Wil dps ---------- Dmg.mod +21% acid Res.pen +20% mind Acc +10 (+6 eff.) Melee Ret 10 mind ----- def ----- Armour +2 Resists +6% acid Unarmed combat: Power 115% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +10.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  hardened leather gloves of dexterity (+3) (0 def, 2 armour) 1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +12 (+7 eff.) ----- def ----- Armour +2 Unarmed combat: Power 114% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +9.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  scouring hardened leather gloves of butchering (0 def, 2 armour) 1.0 T2 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Acc +7 (+4 eff.) Apr +8 On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +2 Resists +6% blight Spell.save +19 (+7 eff.) Unarmed combat: Power 117% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +3.0% Atk.spd 100% On Hit: * 10% chance to reduce armor by 39% * 16 arcane resource burn * 11% chance to slow global speed by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  cinder iron gauntlets of dexterity (+3) (0 def, 1 armour) =DEX= 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 fire Dmg.mod +4% fire Acc +11 (+6 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% fire Unarmed combat: Power 101% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +7.0% Atk.spd 83% On Crit.r2 +5 fire On Hit: 10% Fire Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. | 
|  scouring iron gauntlets (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Spell.save +11 (+4 eff.) Unarmed combat: Power 100% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: * 16 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. | 
|  brawler's dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +5 Dex +3 Cun dps ---------- Acc +10 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +11 (+5 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 122% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +12 Apr +9 Crit +18.0% Atk.spd 83% On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. | 
|  restful dwarven-steel gauntlets of spellstriking (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 7 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +4% arcane HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +19.00 Unarmed combat: Power 119% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +6 arcane On Hit: 10% Nightmare 3 On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. | 
|  linen wizard hat of arcana (1 def, 0 armour) 2.0 T1 head armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... | 
|  Brightwill the rough leather cap (0 def, 1 armour) 2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Str +3 Wil +2 Cun +3 Con dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +20% light ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +2 A cap made of leather. | 
|  Emelinn the rough leather cap (0 def, 1 armour) =CON= 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +3% temporal HP.reg +2.00 Disease- +10% ---------- misc Infravis +3 See.Invis +9 A cap made of leather. | 
|  prismatic rough leather cap of trickery (0 def, 1 armour) 2.0 T1 head armor [Ego+] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +10% light +10% darkness A cap made of leather. | 
|  Flarestreak the dwarven-steel helm (0 def, 4 armour) =CON= 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +4 Dex +4 Con dps ---------- Dmg.mod +3% acid +12% fire Res.pen +5% acid ----- def ----- Armour +4 Fatigue +4% Resists +6% acid Phys.save +15 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  bladed dwarven-steel helm of might (0 def, 4 armour) =STR= 3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +10 Str +3 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 33.6 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  9 agate 0.0 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. | 
|  6 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. | 
|  3 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  5 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  8 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2 aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. | 
|  2 amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  389 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  Gloridhetha the Brightransom 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +9% fire Melee Ret 2 fire ----- def ----- Crit.chn- 5.00% Max.HP +44.00 ---------- misc Light +3 Infravis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Stokemark =CON= 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% Res.pen +15% fire ----- def ----- Resists +4% physical Die.at -20.00 life Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(80 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  brass lantern 'Glitterimmortal' =DEF= 2.0 T1 lite [Rare] Disrupt While equipped: ----- def ----- Armour +4 Defense +10 (+5 eff.) Resists +3% all Spell.save +6 (+2 eff.) Cut- +10% Confus- +10% ---------- misc Light +5 See.Invis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  bright brass lantern of health 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc 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. | 
|  iron pickaxe 'Elenatoldir' (dig speed 30 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Dex dps ---------- Dmg.mod +3% physical Acc +20 (+11 eff.) Apr +5 ----- def ----- Resists +9% acid While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. | 
|  Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 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 20% 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. | 
|  Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +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 Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Transmogrification Chest 2.0 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 Annulment (1/1) 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. | 
|  Rod of Recall (1/1) 2.0 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. | 
|  Xanissra [power 185]  (1/15 cooldown) 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +5 Dex +1 Mag ----- def ----- Resists +12% lightning +12% fire +9% darkness +6% nature Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 196 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  piercing ash wand of shielding [power 170]  (1/20 cooldown) 2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 189 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
Achievements
 Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By BadToTheBone the Higher Necromancer level 18
17th Dusk 122nd year of Ascendancy at 06:14 see stats
 Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By BadToTheBone the Higher Necromancer level 10
10th Mirth 122nd year of Ascendancy at 13:56 see stats
 Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By BadToTheBone the Higher Necromancer level 20
43rd Dusk 122nd year of Ascendancy at 22:57 see stats
 That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.
			That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.By BadToTheBone the Higher Necromancer level 21
47th Dusk 122nd year of Ascendancy at 04:36 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By BadToTheBone the Higher Necromancer level 13
2nd Flare 122nd year of Ascendancy at 20:23 see stats
 The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By BadToTheBone the Higher Necromancer level 13
4th Flare 122nd year of Ascendancy at 19:11 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By BadToTheBone the Higher Necromancer level 18
7th Dusk 122nd year of Ascendancy at 17:39 see stats
Log
BadToTheBone resists Emelana the thief's 'Epidemic'!
BadToTheBone's Rune: Blink is disrupted by his wounds!
BadToTheBone is disarmed!
Emelana the thief hits BadToTheBone for 35 physical, 3 blight, 20 physical (58 total damage).
Frost Cut from BadToTheBone hits Emelana the thief for 37 cold damage.
BadToTheBone unleashes a blast of frostdusk as he crosses the veil!
LIFE LOST WARNING!
BadToTheBone hits Emelana the thief for 63 cold, 65 darkness (128 total damage).
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
BadToTheBone's desolate waste area effect hits Emelana the thief for 12 cold damage.
BadToTheBone's desolate waste area effect hits Emelana the thief for 12 cold damage.
Garrote from Emelana the thief strangles BadToTheBone!
Spikes of Decrepitude hits Emelana the thief for 18 cold, 18 darkness (35 total damage).
Garrote from Emelana the thief hits BadToTheBone for 2 physical damage.
Deadly Poison from Emelana the thief hits BadToTheBone for 41 nature damage.
Bleeding from Emelana the thief hits BadToTheBone for 32 physical damage.
Emelana the thief performs a melee critical strike against BadToTheBone!
Emelana the thief performs a melee critical strike against BadToTheBone!
Emelana the thief hits BadToTheBone for 56 physical, 2 blight, 44 physical (102 total damage).
Frost Cut from BadToTheBone hits Emelana the thief for 48 cold damage.
BadToTheBone's desolate waste area effect hits Emelana the thief for 12 cold damage.
BadToTheBone's desolate waste area effect hits Emelana the thief for 12 cold damage.
Garrote from Emelana the thief strangles BadToTheBone!
BadToTheBone's Call of the Mausoleum is disrupted by his wounds!
Deadly Poison from Emelana the thief hits BadToTheBone for 41 nature damage.
BadToTheBone the level 24 higher necromancer was slimed to death by Emelana the thief on level 2 of The Maze.
You are no longer encumbered.
































































