Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Nekarcos's Quality of Life 09: Automation 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Provides the player various settings that control which objects will automatically be excluded from transmogrification. 
 Adds two bindable keys to [Key Bindings] that lets you wait for either 100 or X many turns. 
 Adds a bindable key to [Key Bindings] that causes your currently-controlled character to perform a single, AI-controlled action during combat. 
 When replacing a usable object with another usable object, all of the old object's talent hotkeys will be replaced with the new object's hotkey as well. Stability: High Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- 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: 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: IndieRoyale Bonus 1.2.2 New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Draconians 1.7.2Adds Draconians as playable race. This version of the addon is tweaked to allow Defiler classes. Attempting to fix for 1.7 by removing the dracolich function, as I'm not well enough versed in coding to make it compatible. Class Start Priority 1.4.9Edits class birth descriptions to ignore the lore-based race checks when assigning the starting zone. Any race that is not flagged with a no-start-override (i.e. all standard races aside from undead) will now be able to begin in class-based starting areas, such as those for Archmages and Chronomancers. Notably, this should allow most addon races to access these starting areas. Chaotic Race-Teraunces fork 1.2.3A very silly human race that learns random talents. Also includes an option to give any character random talents. Improved by Teraunce to ensure antimagic doesn't learn magic and vice versa. Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Teleport: Krhjkjkfy Unspelled 1.5.10Changes 'Teleport: Kroshkkur' to not be a spell, allowing Drem (who would not be barred for any other reason) to enter Zigur. It can still be silenced. Schrödinger's Lore (Mark 2) 1.7.0Arranges for various sequential lore to be learned in sequence, independent of the order of lore object discovery. Frequently Asked Questions: 
 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 Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Celestial Evolution and Buff Pack 1.7.4Evolutions for Celestials, as well as buffs for their talents. Anorithil:     Adds Blessed by the Light Evolution
        - Gain access to Energies, Radiance, and Sun talent groups
        - Celestial/Light, Suncloak talents become instant  (Even though they do not display that way.)
Avatar of a Distant Sun: (base game Sun Paladin Evolution)     - Adds innate Light and Physical penetration.
    - Celestial/Light, Suncloak talents are instant.  (Even though they do not display that way.)
Sun Paladin: Righteous Strength now gives +1 size category at level 5. Fallen:     - Your attacks bypass bleed resists.
    - Brutalize now hits around the user, and inflicts stun and confusion.
    - Increase damage of Darkside and Dark Sun talents.
    - Devourer Stance is now instant.
    - Splatter Sigils also restores hate.
THANK YOU: This is a fork of Aeternis' original mod! Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Effective Talent Scaling 1.7.4Changes some talents that use raw levels for no apparent reason to use effective levels instead. Affected talents include: Stoneblade Evolution for Arcane Blade 1.7.4Adds a new class evolution for Arcane Blade, the Stoneblade. Wielded two-handed weapons will use the increased procs damage accuracy bonus To unlock the evolution, defeat Harkor'Zun as an Arcane Blade. Learning the Prodigy requires that you know Body of Stone and have at least 25 Magic and Strength. Nur Kit 1.7.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Temporal Warden Tweaks 1.5.0Assorted quality-of-life tweaks for Temporal Wardens. If you know at least one talent in the Chronomancy/Blade Threading or Chronomancy/Bow Threading trees, then: 
 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:
 Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Spell Merchants 1.7.6
 Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
 There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer! 
 
 4 character point types:Stat, Class, Category & Prodigy points for sale! 
 Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford! 
 New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1. 
 New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon* 
 1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 
 4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback! 
 
 Thank you for trying Spell Merchants, I hope you enjoy my mod :)
 My other addons:
     If you like this addon please consider rating it :)  Melinda on the Map - Bamboo Edition 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. This fork marks the sect as encountered so it works with improved recall. Doctornull's Class Pack Creep Fix 1.7.4A fix for the creep skill not working in the current version 1.7.4 original description: NOTE: use this one instead, not both Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here: This revision is mostly about removing incompatible bits which changed between 1.4 and 1.5, so the classes are rather bare at the moment. I'm registering it so I can play online. I'll post when the additional content is ready. 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. 
 
 
 
 
 
 
 
 Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox  Temporal Theft  Temporal Thuggery Impossible Magic - high level  Twisted Fate - high level Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides:  Spirited Combat:  Cleansing Water:  Whitewater:  Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind:  Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star:  Puncture:  Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast:  Psi Weaving:  Altered Talents Quick as Thought:  Mindhook:  Resonant Focus:  Frenzied Focus:  Transcendent Telekinesis:  Transcendent Electrokinesis:  Static Net:  Transcendent Pyrokinesis:  --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani.  The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions: 
 Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; 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 
 Inferno Race Pack 1.7.0Adds a collection of my races. Points, Horrific Points 1.7.4Guarantees rewards from The Place Which Does Not Exist (PWDNE) by giving points for passing each level. Entering level 1 grants a class point, entering level 2 while knowing the first lore piece grants a generic point, entering level 3 while knowing the first and second pieces of lore grants a category point, and the first entry into the Home Which Is Not while knowing all three lore pieces grants you a prodigy point. Utility Supplies 1.7.0Adds useful items to the game. Currently supported: 
 [NOTE: Due to a game bug involving the transmogrification chest and activatable objects, we recommend that users of this addon also use the Activatable Object Cleanup addon.] Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. 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: Fine Tune Mindstars 1.7.4Alters the Attune Mindstars talent effect. This addon will alter Attune Mindstars to allow you to choose any basic damage type (physical, arcane, fire, cold, nature, blight, mind, temporal, light, darkness, acid, lightning) for your mindstars damage type. Mindstars that do not teach Attune Mindstar (i.e. fixedart mindstars) will not be affected. Additionally, Attune Mindstars will also affect any telekinetically-wielded mindstars. Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. 
 NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. Visibly Distinct Shadow Crypt 1.7.0Changes the appearance of the entrance to the Shadow Crypt in the far east to be different from the entrances to the Orc Prides, to avoid entering the wrong zone by mistake. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. 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. nsrr's Exotic Weapons 1.4.8Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on. Tridents are unchanged, aside from rarity.  Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on. More Taints Fixed - Bamboo Edition 1.7.4Fixes an error caused by this mod when trying to curse items. Line 342 of AlterTalents.lua changed to "self:incIncStat(self.STAT_WIL, -2)" Does not require the Original More Taints, but will remove if asked. Original by HousePet, forked by grayaegis to fix curse errors, forked again by mannendake due to taints not actually generating and making descriptions/races more compatible. Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Simplified Prodigy Requirements 1.7.4The requirements fo some prodigies are simplified so you don't have to grind for them. Also removed some requirements which if you don't meet, you won't benefit from that prodigy at all. Any requirements that may involve risks are not touched. It also removes the displayment of some requirements related to plots if they're not needed in your current compaign. Prodigies touched are: This addon no longer uses overload and is now compatible with Zomnibus. 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: Shimmer Pack: Pyromania 1.6.0Cosmetic pack!  | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Adventure | 
| Sex | Male | 
| Race | Wolf | 
| Class | War Hound | 
| Level / Exp | 25 / 84% | 
| Size | big | 
| Lifes / Deaths | no deaths recorded 6 / 0 | 
Primary Stats
| Strength | 100 (base 38) | 
| Dexterity | 43 (base 37) | 
| Constitution | 30 (base 25) | 
| Magic | 70 (base 34) | 
| Willpower | 58 (base 41) | 
| Cunning | 50 (base 41) | 
Resources
| Steam | 100/100 | 
| Paradox | 300 | 
| Hate | 82/100 | 
| Equilibrium | 60 | 
| Vim | 196/196 | 
| Fury | 192/192 | 
| Psi | 148/148 | 
| Stamina | 332/332 | 
| Life | 1817/1817 | 
| Healing Factor | 1.5510635937518 | 
| Regeneration | 39.552121640671 | 
Speed
| Mental | +8.4721359549996% | 
| Attack | +8.4721359549996% | 
| Movement | +49.404375199944% | 
| Spell | 0% | 
| Global | +124% | 
Vision
| Sight | 11 | 
| Lite | 6 | 
| Infravision | 15.125516178213 | 
| See Stealth | 3 | 
| See Invisible | 3 | 
| ESP Range | 11 | 
| ESP Kinds | animal/canine | 
Offense: Barehand
| Damage | 206 | 
| Accuracy | 80 | 
| Crit Chance | 50% | 
| APR | 37 | 
| Speed | 0.92 | 
Offense: Spell
| Spellpower | 57 | 
| Crit Chance | 23% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 54 | 
| Crit Chance | 28% | 
| Speed | 0.92189573957948 | 
Offense: Damage Bonus
| Acid | +30% | 
| Blight | +30% | 
| Physical | +30% | 
| Cold | +40% | 
| All | +12% | 
| Lightning | +30% | 
| Light | +21% | 
| Darkness | +30% | 
| Fire | +30% | 
| Nature | +34% | 
Offense: Damage Penetration
| Acid | +28% | 
| Blight | +28% | 
| Physical | +28% | 
| Cold | +28% | 
| All | 0% | 
| Darkness | +28% | 
| Lightning | +43% | 
| Fire | +28% | 
| Nature | +28% | 
Defense: Base
| Armour (hardiness) | 148.97480345942 (42.789921383768%) | 
| Defense | 50 | 
| Ranged Defense | 50 | 
| Fatigue | -9.7205483490991 | 
| Physical Save | 57 | 
| Spell Save | 53 | 
| Mental Save | 50 | 
Defense: Resistances
| Acid | + 70%( 70%) | 
| Blight | + 70%( 70%) | 
| Arcane | + 41%( 70%) | 
| Cold | + 70%( 70%) | 
| All | + 14%( 70%) | 
| Mind | + 18%( 70%) | 
| Darkness | + 43%( 70%) | 
| Light | + 41%( 70%) | 
| Temporal | + 5%( 70%) | 
| Physical | + 53%( 70%) | 
| Lightning | + 70%( 70%) | 
| Fire | + 70%( 70%) | 
| Nature | + 54%( 70%) | 
Defense: Immunities
| Teleport Resistance | 0% | 
| Silence Resistance | 23% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 40% | 
Inscriptions (0/0)
Class Talents
| Chronomancy / Temporal Hounds | 0.80 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Blighted / Homothropy | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Wild-heart / Hunting Pack | 1.10 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Wild-heart / Locomotion | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 3/5 | 
| Wild-heart / Blood Scent | 1.30 | 
  | 4/5 | 
  | 4/5 | 
  | 1/5 | 
  | 4/5 | 
| Wild-heart / Perseverance | 1.30 | 
  | 5/5 | 
  | 3/5 | 
  | 4/5 | 
  | 0/5 | 
| Wild-heart / Snarling Beast | 1.10 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Wild-gift / Higher draconic abilities | 1.00 | 
  | 4/5 | 
  | 1/5 | 
  | 5/5 | 
  | 4/5 | 
Generic Talents
| Ego / Wolf | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Wild-heart / Spotting | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Wild-heart / Hoarding Beast | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-heart / Natural Combat | 1.05 | 
  | 5/10 | 
  | 5/10 | 
  | 5/10 | 
  | 5/10 | 
  | 5/10 | 
  | 0/10 | 
  | 5/10 | 
  | 5/10 | 
| Wild-child / Sapient Ones | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-heart / Dragon Scales | 1.10 | 
  | 2/5 | 
  | 2/5 | 
  | 2/5 | 
  | 2/5 | 
  | 2/5 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
| Wild-heart / Howling | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-heart / Inner Animal | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/10 | 
  | 3/10 | 
  | 0/10 | 
  | 0/10 | 
| Wild-heart / Martial Training | 1.30 | 
  | 3/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Vital Spot | 
| talent | Heart Racing | 
| talent | Habit Spot | 
| talent | Rhythmic Movement | 
| talent | Shadows Dancing | 
| talent | Daunting Presence | 
| talent | Exposed Spot | 
| talent | Steady Pace | 
| talent | Temporal Hounds | 
| talent | Solitarity | 
| talent | Zephyr | 
| talent | Wild Savagery | 
| talent | Beyond the Flesh | 
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone | 
| beneficial effect | You have thorny mindstar 'Crackleclash' in your mouth: ClaspingT3 mindstar 1H weapon [Rare] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun +1 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Res.pen +15% lightning On Hit (Melee): * 10% chance to reduce armor by 37% ----- def ----- Heal.mod +10% Heal/summ +18 ---------- misc Light +3 Talents +1 Attune Mindstar Smells like: vermin/sandworm  | 
| beneficial effect | There's no time to waste! Surely, they'll be fine... Errantry(12.0% increased damage)  | 
| detrimental effect | You are at peace, gaining 2.5 life regeneration and 3.5 stamina regeneration. SolitarityIf you spot any enemies, this bonus will be lost until they are dispatched.  | 
| beneficial effect | You are feeling out a combat technique. AdaptationThe number of adaptions you can make is equal to your total number of talent points in Wild-Heart/Spotting plus your cunning. Adaptations: 56/54 (Cunning + Spotting talent points). --------------------------------- Accuracy: 8.6 Armor Penetration: 19.6 Critical Hit Rate: 17.1% Physical Penetration: 0.0%  | 
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 | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Turtlemire. Ancient Turtle CaveIt looks extremely dangerous, however - beware.  | active | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments.  | 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 | active | 
You successfully escorted the desperate necromancer to the recall portal on level 3 of Old Forest. Escort: desperate necromancer (level 3 of Old Forest)As a reward you improved Luck by +5.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Extrasensory (+1 level(s)).  | done | 
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Extrasensory (+1 level(s)).  | done | 
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Extrasensory (+1 level(s)).  | done | 
You failed to protect the stranded daemon-powered from death by snow giant boulder thrower. Escort: stranded daemon-powered (level 1 of Old Forest) | failed | 
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Natural Combat by +0.05.  | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | active | 
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You have, indeed, confirmed the presence of trolls. Though, you already knew that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You have visited Derth. As he said, they were accommodating, despite yourself being an incandescently-glowing monster.  | done | 
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past the Thaloren forest. * You have explored the Old Forest. Go tell the Summoner what you saw! * You have explored the Maze. Go tell the Summoner what you saw! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and meet the Dragon at the summit.  | active | 
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: SeparationWith that said, you have become a War Hound. What could this possibly mean...? *** Scent of the Wilds Smells hold all sorts of interesting history. Scent out the world, carefully... *** Song of the Wilds The world (more particularly, The Summoner) is listening. Why not shout out your toils and frustrations...? Calicule You met with a lonely wolf named "Calicule". He seems to have a great deal of worldly knowledge... Rungof You encountered the legendary warg titan "Rungof". He leads the wargs; beasts so fierce, not even nature can tame them. Dokatt You met with a strange draconic dog named "Dokatt". His terrible howl, somehow, lures wildlife to himself... As your form changed, you begun to hear the pain and anger of nature...  | active | 
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow the Naloren people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, the Naloren may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You have eliminated the threat in the caves, saving the Naloren. * The owner of the Seaforge may now be able to offer you some special services.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 40.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward.  | done | 
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 AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * '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 giant spider spinneret. * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed vial of wight ectoplasm. * You've found the needed skeleton mage skull. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Ungrol of Last Hope in creating an elixir of foundations.  | 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 within2 lumberjacks have died.  | done | 
You are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you...  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| Psionic focus |  Eilinasenn the Frostvein (83% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +8 cold While equipped: Stats +6 Mag +3 Cun +1 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +9% cold Max.HP +12.00 HP.reg +0.90 ---------- misc Talents +1 Attune Mindstar (... This object smells strange...) 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.  | 
| Light source |  Zubetta the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +5 Str dps ---------- Acc +10 (+2 eff.) Melee Ret 12 mind ----- def ----- Armour +6 Resists +5% mind +2% physical Heal.mod +5% Silence- +10% ---------- 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.  | 
| On head |  Prismtyphoon (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +9% light Melee Ret 4 light ----- def ----- Armour +3 Fatigue +3% Resists +9% blight +3% cold +9% nature Spell.save +3 (+1 eff.) (... This object smells strange...) Skullcracker: Puts all charms on 20 cooldown Level 4.5 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 644.9 Physical damage. If the attack hits, the target is confused (37% effect) for 6 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 cap made of leather.  | 
| Tool |  overpowered iron torque of gale force [power 140]  (22 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 183 physical damage Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers.  | 
| Around neck | Pendant of the Deep Pendant of the Deep0.1 T1 amulet jewelry [Unique] Arcane While equipped: Stats +8 Wil +8 Mag dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold ---------- misc Mana/turn +0.50 On Spell Hit: 15% Ice Shards 1 (... This object smells strange...) The coral pendant on this amulet seems to be imbued with the intense cold of the abyssal depths.  | 
| In mouth |  thorny mindstar 'Crackleclash' (94% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun +1 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Res.pen +15% lightning On Hit (Melee): * 10% chance to reduce armor by 37% ----- def ----- Heal.mod +10% Heal/summ +18 ---------- misc Light +3 Talents +1 Attune Mindstar Smells like: vermin/sandworm 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.  | 
| Tail slot |  ash wand of shielding [power 176]  (18 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 18 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
| Decoration slot |  Ring of Insight0.1 T1 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag ---------- misc Infravis +1 See.Stealth +3 See.Invis +3 Telpty rng +1 Masteries +0.20 Spell/Divination This small iron ring seems exceptionally shiny and in focus.  | 
| Decoration slot |  aquamarine0.0 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.  | 
| Cloak |  Gestir the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+2 eff.) Mind.save +3 (+1 eff.) ---------- misc Hate/m.crit +1.00 Smells like: animal/snake A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around waist |  Mighty Girdle1.0 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.  | 
Inventory
 vial of white fluid0.0 potion [Plot Item] Nature  | 
 oxygen infusion of the duelist (stamina 193 over 10 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to restore 193 stamina and air over 10 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 oxygen infusion of the psychic (stamina 158 over 10 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to restore 158 stamina and air over 10 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.  | 
 oxygen infusion of the warrior (stamina 242 over 10 turns)0.1 T2 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to restore 242 stamina and air over 10 turns. 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.  | 
 vine lasso infusion of the titan (3 turns, 60 physical damage)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Grab a target and drag it to your side, holding it down and strangling it for 3 turns. The grab will also deal 60.01 physical damage per turn. 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.  | 
 healing infusion (heal 52; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 52 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 (heal 47; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 47 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 159; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 159 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Smells like: undead/skeleton 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 sneak (heal 144; cd 13)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. (... This object smells strange...) Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 heroism infusion (die at -149; dur 5; cd 32)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -149 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 149 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 heroism infusion of the titan (die at -258; dur 8; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -258 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 258 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. (... This object smells strange...) Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 movement infusion (speed 400%; cd 16)0.1 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 400% 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. 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 psychic (speed 574%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 574% 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 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 sneak (speed 609%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 609% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 regeneration infusion (heal 206; 14 cd)0.1 infusion scroll [Normal] 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 206 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 regeneration infusion (heal 60; 16 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. 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 duelist (heal 206; 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 206 life over 5 turns. Its effects scale with your Dexterity 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 311; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 311 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.  | 
 wild infusion (res 17%; magical; dur 3; cd 14)0.1 infusion scroll [Normal] 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 cure yourself of one random magical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 wild infusion (res 15%; magical; dur 3; cd 14)0.1 infusion scroll [Normal] 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 cure yourself of one random magical effect and reduce all damage taken by 15% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 wild infusion of the psychic (res 29%; magical; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. 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.  | 
 wild infusion of the sneak (res 26%; physical; dur 3; cd 13)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. 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.  | 
 6 infusion patches of clearing0.1 T1 infusion-patch scroll [Normal] Nature Cure yourself of detrimental effects. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off.  | 
 2 infusion patches of light healing0.1 T1 infusion-patch scroll [Normal] Nature Heal yourself for 100 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off.  | 
 3 infusion patches of lesser healing0.1 T2 infusion-patch scroll [Normal] Nature Heal yourself for 200 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off.  | 
 infusion patch of lesser speed0.1 T3 infusion-patch scroll [Normal] Nature Increase global speed by 20% for 5 turns. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off.  | 
 blink rune (range 4; phase 11; cd 15)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 15 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 11%, your defense is increased by 11 and all your resistances by 11%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 blink rune (range 3; phase 12; cd 16)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 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 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 blink rune (range 4; phase 11; cd 16)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 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 11%, your defense is increased by 11 and all your resistances by 11%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 blink rune (range 4; phase 21; cd 13)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 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 21%, your defense is increased by 21 and all your resistances by 21%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 blink rune of the duelist (range 4; phase 17; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 10 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 17%, your defense is increased by 17 and all your resistances by 17%. 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.  | 
 blink rune of the duelist (range 5; phase 16; cd 15)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 15 Travel.spd 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 16%, your defense is increased by 16 and all your resistances by 16%. 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.  | 
 blink rune of the titan (range 4; phase 14; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 10 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 blink rune of the titan (range 5; phase 16; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 12 Travel.spd 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Constitution stat. (... This object smells strange...) Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 blink rune of the wizard (range 5; phase 24; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 14 Travel.spd 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 24%, your defense is increased by 24 and all your resistances by 24%. 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.  | 
 magic missile rune (62 arcane damage)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 25 Travel.spd 600% of base Usage Speed Spell (100% of a turn) Is a spell Description: Fires a Magic Missile that does 62 arcane damage and inflicts Spellshocked for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 magic missile rune of the warrior (195 arcane damage)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 23 Travel.spd 600% of base Usage Speed Spell (100% of a turn) Is a spell Description: Fires a Magic Missile that does 195 arcane damage and inflicts Spellshocked 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.  | 
 magic missile rune of the warrior (190 arcane damage)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 19 Travel.spd 600% of base Usage Speed Spell (100% of a turn) Is a spell Description: Fires a Magic Missile that does 190 arcane damage and inflicts Spellshocked 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.  | 
 Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. (... This object smells strange...) Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 acid wave rune (damage 47; dur 4; cd 15)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to unleash a cone dealing 46.96 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Smells like: elemental/xorn 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 duelist (damage 228; dur 4; 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 Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 227.77 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 Dexterity 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 (absorb 23; cd 13)0.1 rune scroll [Normal] 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 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 23 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shatter afflictions rune (absorb 52; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 52 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. 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 sneak (absorb 78; 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 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 78 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune (absorb 71; dur 4; 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 71 damage for 4 turns. 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 titan (absorb 163; dur 3; cd 14)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 163 damage for 3 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.  | 
 shielding rune of the warrior (absorb 398; dur 4; cd 14)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 398 damage for 4 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.  | 
 shielding rune of the warrior (absorb 524; dur 5; 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 Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 524 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.  | 
 teleportation rune (range 21; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 21 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 teleportation rune of the psychic (range 81; 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 Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. 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 warrior (range 149; 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 Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 149 with a minimum range of 15. 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.  | 
 3 scrolls of phase door0.1 T1 scroll [Normal] Arcane Teleport randomly in a range of 15, with a minimum range of 3. Magical scrolls can have wildly different effects!  | 
 4 scrolls of teleportation0.1 T2 scroll [Normal] Arcane Teleport randomly in a range of 40, with a minimum range of 15. Magical scrolls can have wildly different effects!  | 
 taint of gating (Summons a random horror)0.1 T1 taint scroll [Rare] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 7 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Summons a random horror to attack your enemies. After 10 turns the horror will become hostile to you. You can also use this taint to banish a summoned horror. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Current taintmarks: 3 (... This object smells strange...) Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability.  | 
 taint of inversion (43% damage affinity all for 8 turns)0.1 T1 taint scroll [Rare] Arcane 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 spell Description: Wrap twisted threads of time around you for 8 turns. You gain 43% damage affinity all and 43% of all damage you do is converted into healing. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Current taintmarks: 3 Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability.  | 
 taint of inversion (43% damage affinity all for 8 turns)0.1 T1 taint scroll [Rare] 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: Wrap twisted threads of time around you for 8 turns. You gain 43% damage affinity all and 43% of all damage you do is converted into healing. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Current taintmarks: 3 Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability.  | 
 taint of the ghoul (17 power Ghoul Rot disease on hit for 8 turns)0.1 T1 taint scroll [Rare] Arcane 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 spell Description: Disease surrounds you, granting a chance to inflict the Rotting disease (35 power) on anyone you hit, for 8 turns. Also, you cannot take a blow doing more than 83% of their maximum health at once. However the disease also affects you, reducing your movement speed by 17%. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Current taintmarks: 3 Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability.  | 
 Angolwen Academy Training Token0.1 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.)  | 
 copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great!  | 
 copper amulet 'Airripper'0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Resists +6% blight +6% fire ---------- misc Vim/s.crit +2.00 Max.vim +5.00 Smells like: undead/skeleton Amulets make your neck look great!  | 
 wanderer's copper amulet of manastreaming0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +4 Cun +4 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Mana/turn +0.12 Max.mana +26.00 (... This object smells strange...) Amulets make your neck look great!  | 
 Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion.  | 
 grounding steel amulet of cunning (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +14% lightning Stun/Frz- +21% Amulets make your neck look great!  | 
 insulating steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +10% fire +12% cold (... This object smells strange...) Amulets make your neck look great!  | 
 starlit steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +14% light +14% darkness Blind- +20% Amulets make your neck look great!  | 
 rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings make your fingers look great!  | 
 steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great!  | 
 steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 13 light Ranged+ 14 light Dmg.mod +13% light Rings make your fingers look great!  | 
 titan's steel ring0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great!  | 
 titan's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +4 Con dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +7 (+3 eff.) ----- def ----- Phys.save +8 (+3 eff.) Rings make your fingers look great!  | 
 warrior's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +9 (+3 eff.) Mind.pwr +8 (+3 eff.) ----- def ----- Armour +6 Rings make your fingers look great!  | 
 Eryntir the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Res.pen +5% acid ----- def ----- Defense +15 (+5 eff.) Resists +6% mind +4% physical HP.reg +4.00 Blind- +22% ---------- misc Infravis +4 See.Stealth +13 See.Invis +5 (... This object smells strange...) Rings make your fingers look great!  | 
 Toridrasus the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: ----- def ----- Armour +4 Resists +15% lightning +5% temporal +5% arcane Phys.save +6 (+2 eff.) HP.reg +4.00 Disease- +20% Teleport- +20% (... This object smells strange...) Rings make your fingers look great!  | 
 rogue's gold ring of filth0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun dps ---------- Res.pen +6% blight ----- def ----- Defense +8 (+3 eff.) Disease- +20% Rings make your fingers look great!  | 
 Stormfront (136% power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 137% Range: 1.5x Uses 101% Wil Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold (... This object smells strange...) The blade glows faintly blue, and reflects a sky full of stormy clouds.  | 
 Flamesmasher the iron greatmaul (112% power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Psionic Power 112% Range: 1.5x Uses 101% Wil Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +4 fire On Hit: * 10% chance to reduce all saves and defense by 32 * 25% chance to afflict the target with Haywire, causing 153 Lightning damage over 5 turns and giving them a 22% chance to fail using talents. While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +22% lightning +6% fire Smells like: vermin/worms Massive two-handed mauls.  | 
 Torchusher (161% power, 10 apr)3.0 T4 greatsword 2H weapon [Random Unique] Master Power 161% Range: 1.6x Uses 101% Wil Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Sunders the enemy's armor for 5 turns. While equipped: dps ---------- Dmg.mod +12% fire Res.pen +10% temporal +12% physical Acc +26 (+6 eff.) Apr +17 ----- def ----- Defense +13 (+5 eff.) Resists +3% fire Disarm- +46% Massive two-handed swords.  | 
 plaguebringer's blue-steel trident of amnesia (121% power, 8 apr)3.0 T2 trident 2H weapon [Ego++] Arcane/Psionic Power 122% Range: 1.6x Uses 101% Wil Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 91% Melee+ +10 blight On Hit: 20% Epidemic 2 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 27 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: ----- def ----- Disease- +17% A massive two-handed trident. Tridents require the exotic weapons mastery talent to use correctly.  | 
 steel longsword 'Pitchstrike' (112% power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 112% Range: 1.4x Uses 84% Wil Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 arcane On Hit.r1 +6 physical While equipped: Stats +3 Str dps ---------- Dmg.mod +6% darkness +5% physical Res.pen +6% physical Acc +7 (+2 eff.) Melee Ret 4 acid Smells like: elemental/xorn Sharp, long, and deadly.  | 
 Armasadir the dwarven-steel mace (131% power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Arcane/Master Power 131% Range: 1.4x Uses 84% Wil Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 96 damage While equipped: dps ---------- Res.pen +8% all Acc +13 (+3 eff.) Apr +9 ----- def ----- Resists +3% temporal Mind.save +12 (+4 eff.) HP.reg +4.00 Pinning- +10% Blunt and deadly.  | 
 elemental dwarven-steel waraxe of crippling (117% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Arcane/Master Power 117% Range: 1.4x Uses 84% Wil Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 96 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +13% fire Res.pen +12% fire One-handed war axes.  | 
 Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 84% Cun 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.  | 
 Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 92% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors.  | 
 enhanced dwarven-steel dagger (116% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Nature Power 116% Range: 1.3x Uses 42% Wil, 42% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +3 Str +5 Dex +5 Mag +5 Wil +6 Cun +5 Con (... This object smells strange...) Sharp, short and deadly.  | 
 horrifying mossy mindstar of clarity (72% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 72% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 4 mind 4 darkness Dmg.mod +3% mind +2% darkness ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.psi +12.00 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.  | 
 mossy mindstar of resolve (77% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 77% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Spell.save +2 (+1 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.  | 
 Cloudoracle the vined mindstar (87% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +2 Mag +4 Cun dps ---------- Mind.crit +2% Mind.pwr +7 (+3 eff.) Dmg.mod +12% lightning +6% cold ----- def ----- Resists +6% lightning ---------- misc Talents +1 Attune Mindstar (... This object smells strange...) 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.  | 
 Obsidianpall the vined mindstar (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +8 light On Crit.r2 +4 fire While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +15% darkness ----- def ----- Resists +15% darkness Max.HP +16.00 HP.reg +0.90 ---------- misc Talents +1 Attune Mindstar (... This object smells strange...) 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.  | 
 Porukira (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 60% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +3% physical +5% arcane +6% mind Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +0.60 Talents +1 Attune Mindstar (... This object smells strange...) 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.  | 
 vined mindstar 'Boromas' (87% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +8 Resists +3% fire Die.at -40.00 life Max.HP +14.00 HP.reg +0.80 Disease- +20% Pinning- +20% ---------- misc Talents +1 Attune Mindstar (... This object smells strange...) 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.  | 
 vined mindstar of balance (83% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +0.80 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.  | 
Fogresolve (109% power, 7 apr) Fogresolve (109% power, 7 apr)1.0 T3 ritual blade 1H weapon [Random Unique] Master Power 109% Range: 1.3x Uses 38% Cun, 45% Mag Dmg Physical Acc+ +0.5% APR (max 50%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +13.0% Spell.crit +6% Dmg.mod +6% physical Res.pen +7% physical Apr +8 On Hit (Melee): * 10% chance to reduce damage dealt by 26% ----- def ----- Resists +6% blight +6% darkness +3% acid (... This object smells strange...) Sharp, short and deadly.  | 
 ash longbow 'Torchpassion'4.0 T2 longbow 2H weapon [Random Unique] Arcane/Nature/Master Acc+ +0.2% crit chance (max 25%) Apr +9 Atk.spd 100% Range +7 Ranged+ +11 nature +12 fire On Crit: * Sunder's the enemy's weapon for 5 turns. While equipped: dps ---------- Dmg.mod +15% fire Res.pen +5% fire +10% cold ----- def ----- Resists +12% fire (... This object smells strange...) Longbows are used to shoot arrows at your foes.  | 
 Merkul's Second Eye4.0 T3 longbow 2H weapon [Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 (... This object smells strange...) This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight.  | 
 verdant Rags of the Sanctuary of corrosion (+18%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +8% nature +12% acid ----- def ----- Resists +18% acid +7% all Poison- +21% Disease- +25% (... This object smells strange...) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +15% 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.  | 
 Calicule's Coat (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +8 Mag dps ---------- Dmg.mod +30% blight +30% temporal +28% light +30% physical Res.pen +15% temporal +15% darkness +15% physical Melee Ret 2 blight ----- def ----- Resists +12% blight +42% light +15% all Anom.red +13 The coat of this wolf is soft, yet stiff. You could almost say it feels as its original owner's emotions did.  | 
 Falyhir1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Str dps ---------- Dmg.mod +9% mind Acc +5 (+1 eff.) ----- def ----- Fatigue -5% Mind.save +3 (+1 eff.) ---------- misc Max.enc +21 Smells like: undead/skeleton A belt that goes around your waist.  | 
 rough leather belt 'Burnserpent'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Res.pen +5% fire ----- def ----- Resists +9% lightning +1% physical Phys.save +5 (+2 eff.) Mind.save +3 (+1 eff.) Smells like: vermin/rodent A belt that goes around your waist.  | 
 rough leather belt 'Lighthack'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Armour +6 Defense +6 (+2 eff.) Resists +30% cold Phys.save +12 (+4 eff.) ---------- misc Light +3 (... This object smells strange...) A belt that goes around your waist.  | 
 Vorasebeth1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +10 (+2 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +12% cold +9% fire +12% mind +9% light Phys.save +7 (+3 eff.) Spell.save +6 (+2 eff.) ---------- misc Size +1 (... This object smells strange...) A belt that goes around your waist.  | 
 resilient cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Unarmed combat: Power 93% Range: 1.1x Uses 34% Wil, 74% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Melee+ +4 arcane On Crit.r2 +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 mindwoven linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Psi/turn +0.11 (... This object smells strange...) A pointy cloth hat, very wizardly...  | 
 Naloren Cap (0 def, 0 armour)2.0 T1 head armor [Unique] Master While equipped: ---------- misc Breathe water This cap looks quite plain, but is imbued with a water-breathing enchantment.  | 
 rough leather cap 'Flaremonster' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +5% blight Melee Ret 2 fire ----- def ----- Armour +1 Fatigue +1% Resists +9% blight Phys.save +10 (+3 eff.) Smells like: undead/skeleton A cap made of leather.  | 
 rough leather cap of the citadel (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% ---------- misc Talents +1 Citadel Citadel: Passive - Increases Resistance to all damage by 12.00% per each enemy you can see in a radius of 2, to a maximum of 30%. The increase is based on the average of your Strength, Cunning, and Constitution stats. A cap made of leather.  | 
 werebeast's rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego+] Nature While equipped: Stats +2 Str +2 Dex +2 Cun +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather.  | 
 Shineraider the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Res.pen +5% cold Melee Ret 2 light ----- def ----- Armour +3 Fatigue +3% Resists +3% lightning +3% physical +6% mind Phys.save +6 (+2 eff.) (... This object smells strange...) A cap made of leather.  | 
5 nuummite 5 nuummite0.0 T1 black gem [Normal] While equipped: Stun/Frz- +20% Item imbue powers: Stun/Frz- +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals.  | 
 agate0.0 T1 blue 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: Lightning Gems can be sold for money or used in arcane rituals.  | 
3 verdite 3 verdite0.0 T1 green gem [Normal] While equipped: Dmg.mod +2% all Defense +10 (+4 eff.) Item imbue powers: Dmg.mod +2% all Defense +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 2 spinel0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
2 tiny geode 2 tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals.  | 
 6 ametrine0.0 T1 violet gem [Normal] While equipped: Crit.mult +2.00% Res.pen +2% all Item imbue powers: Crit.mult +2.00% Res.pen +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 quartz0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 citrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
4 hematite 4 hematite0.0 T2 black gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals.  | 
 5 aquamarine0.0 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.  | 
3 malachite 3 malachite0.0 T2 green gem [Normal] While equipped: Dmg.mod +4% all Defense +15 (+5 eff.) Item imbue powers: Dmg.mod +4% all Defense +15 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
10 carnelian 10 carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
3 small geode 3 small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals.  | 
 2 amethyst0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 5 zircon0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 4 topaz0.0 T2 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 onyx0.0 T3 black gem [Normal] While equipped: Stun/Frz- +40% Item imbue powers: Stun/Frz- +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals.  | 
 jade0.0 T3 green gem [Normal] While equipped: Dmg.mod +6% all Defense +20 (+7 eff.) Item imbue powers: Dmg.mod +6% all Defense +20 (+7 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 3 garnet0.0 T3 red gem [Normal] While equipped: Phys.spd +6% Spell.spd +6% Mind.spd +6% Item imbue powers: Phys.spd +6% Spell.spd +6% Mind.spd +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
sugilite sugilite0.0 T3 violet gem [Normal] While equipped: Crit.mult +6.00% Res.pen +6% all Item imbue powers: Crit.mult +6.00% Res.pen +6% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 wayfinding brass lantern of health2.0 T1 lite [Ego] Nature/Psionic While equipped: dps ---------- Melee Ret 10 mind ----- def ----- Resists +5% mind Max.HP +40.00 ---------- 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.  | 
 Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine (... This object smells strange...) A fang from the great warg, Rungof, still covered in blood.  | 
 iron pickaxe of endurance (dig speed 40 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 (... This object smells strange...) Flame: Level 3.5 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 259.51 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame.  | 
 Skull of the Rat Lich1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets.  | 
 Transmogrification Chest2.0 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 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.  | 
 rod of disarming (2/2)2.0 rod charm [Normal] Unknown (... This object smells strange...) Disarm any known traps in a line. Uses 50 power out of 100/100 A long rod of an unknown metal. The markings on it suggest a trap being blown apart by some great force.  | 
 rod of disarming (2/2)2.0 rod charm [Normal] Unknown Disarm any known traps in a line. Uses 50 power out of 100/100 A long rod of an unknown metal. The markings on it suggest a trap being blown apart by some great force.  | 
 rod of trap detection (1/1)2.0 rod charm [Normal] Unknown Detect traps in a radius of 25. Uses 10 power out of 10/10 A short rod of an unknown metal. The markings on it suggest a trap surrounded by eyes.  | 
 The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. (... This object smells strange...) This torque feels tingly to the touch, but seems to enhance your thinking.  | 
 cleansing steel torque of psionic shield [power 51]  (25 cooldown)2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers.  | 
 yew totem of healing 'Nightroar' [power 242]  (15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +5% darkness +20% fire Melee Ret 2 darkness ----- def ----- Resists +3% darkness (... This object smells strange...) Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to heal for 53. 100% to increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power.  | 
 evasive elm wand of clairvoyance [power 9]  (15 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 72 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Weepravager [power 10]  (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +1 Mag +2 Con dps ---------- Dmg.mod +12% nature Melee Ret 8 cold ---------- misc Light +3 Infravis +2 Reveal the area around you, dispelling darkness (radius 10, power 73 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is.  | 
Achievements
			Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By TerWolf2024a the Wolf War Hound level 18
57th Dusk 122nd year of Ascendancy at 09:57 see stats
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By TerWolf2024a the Wolf War Hound level 21
74th Dusk 122nd year of Ascendancy at 04:34 see stats
			Eye of the storm (Nightmare (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By TerWolf2024a the Wolf War Hound level 16
40th Dusk 122nd year of Ascendancy at 21:31 see stats
			Home sweet home (Nightmare (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By TerWolf2024a the Wolf War Hound level 22
75th Dusk 122nd year of Ascendancy at 21:55 see stats
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By TerWolf2024a the Wolf War Hound level 10
2nd Mirth 122nd year of Ascendancy at 01:43 see stats
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By TerWolf2024a the Wolf War Hound level 20
73rd Dusk 122nd year of Ascendancy at 17:12 see stats
			Rescuer of the lost (Nightmare (Adventure) difficulty)
			Rescued the merchant from the assassin lord.By TerWolf2024a the Wolf War Hound level 22
1st Time of Equilibrium 122nd year of Ascendancy at 15:53 see stats
			Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.By TerWolf2024a the Wolf War Hound level 23
10th Regrowth 123rd year of Ascendancy at 06:09 see stats
			Tales of the Spellblaze (Nightmare (Adventure) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.By TerWolf2024a the Wolf War Hound level 22
75th Dusk 122nd year of Ascendancy at 23:13 see stats
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By TerWolf2024a the Wolf War Hound level 10
4th Mirth 122nd year of Ascendancy at 22:20 see stats
			The Rat Lich (Nightmare (Adventure) difficulty)
			Killed the terrible Rat Lich.By TerWolf2024a the Wolf War Hound level 20
74th Dusk 122nd year of Ascendancy at 03:29 see stats
			The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.By TerWolf2024a the Wolf War Hound level 10
6th Mirth 122nd year of Ascendancy at 11:51 see stats
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By TerWolf2024a the Wolf War Hound level 22
75th Dusk 122nd year of Ascendancy at 23:13 see stats
Log
The world around TerWolf2024a fragments into shimmering colours!
TerWolf2024a attacks with a weapon 1 more time!
TerWolf2024a performs a melee critical strike against Void horror!
TerWolf2024a is invigorated.
TerWolf2024a picks up on the void horror's scent, tracking horror!
TerWolf2024a performs a melee critical strike against Void horror!
TerWolf2024a hits Void horror for (2 dissipated), , 114 arcane, (2 dissipated), , , 116 lightning (231 total damage).
Melee retaliation hits TerWolf2024a for 3 fire, 6 light, 3 acid, 3 acid, 3 lightning, 6 light, 3 acid, 3 acid, 3 fire, 6 darkness (39 total damage).
TerWolf2024a killed Void horror!
Talent Heart Racing is ready to use.
TerWolf2024a is no longer invigorated.
TerWolf2024a's invigoration fades.
TerWolf2024a loses the scent.
Talent Axe Kick is ready to use.
There is a Temporal Rift here (press '' or right click to use).
There is a Temporal Rift here (press '' or right click to use).
You gain 4.90 gold from the transmogrification of duelist's hardened leather armour (13 def, 8 armour).
You gain 9.10 gold from the transmogrification of caustic dwarven-steel dagger of extermination (115% power, 7 apr).
You gain 22.23 gold from the transmogrification of Eridas the dwarven-steel waraxe (123% power, 11 apr).
You gain 6.07 gold from the transmogrification of blazebringer's steel greatsword of crippling (129% power, 2 apr).
You gain 6.17 gold from the transmogrification of plaguebringer's dwarven-steel battleaxe of amnesia (140% power, 2 apr).
... It's quiet... Very quiet...
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.


 

























































































