









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Playable Naloren Race 1.5.10Adds 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. Prowler Class 1.5.10Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Shaman 1.5.10DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) :  2 unique generic trees :  With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits !  1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. Verdant Class Pack 1.5.10Content 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: Crusader Class 1.5.5 astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Pepper Pack 1.5.5Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Items Vault 1.5.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines 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: The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Boneling Talent Tree 1.4.8Adds in the Boneling tree for Corrupters and Reavers. Summon forth a swarm of self-replicating(and self-destructive) Boneling minions. Carve two Bonelings from target foe's body, dealing Moderate Physical damage. Bonelings are weak melee attackers. Whenever they land an attack on a foe, they spawn another Boneling, up to a maximum which scales with TL and Willpower. - Splinter Overload target Boneling with extra Vim, causing it to explode for High Physical damage in a small radius. The primary explosion can hurt friendlies.Additionally, upon learning this talent, any Bonelings that die via any means explode for Minor Physical damage in a radius of 1. The secondary explosion does not hurt friendlies. - Collar Bone Must target foe that is surrounded by at least 2 Bonelings. All adjacent Bonelings sacrifice themselves to attach to target foe, reducing their damage dealt for 5 turns by a Moderate value. - Rough Ribbed You have learnt to intwine yourself with your Bonelings. Cornac Rectification 1.5.10The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Harbinger 1.5.6 Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Mage Knight 1.5.5Adds 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. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats:     Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats:     Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net  Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Playable Wight Race 1.4.9Adds High Wights as a playable race: tough, psionic undead who arise naturally yet stand outside the natural order. Also adds Forest Wights as a playable race: undead with a connection to fire, light, and nature. Models by Rexorcorum. White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Class: Revamped Wyrmic 1.5.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison.  Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Multi-Class Challenge + Randboss Rando Bundle 1.4.8Originally separate addons by Starkeep, I take no credit for his work and spliced these two addons only to see if I can do it, and so I can tweak some numbers without my save getting invalidated. Again, all credit for the main addon body all goes to StarKeep. I merely spliced the addon together for my amusement and convenience. Allows the player to pick multiple classes, as well as giving the option to spawn rares and randbosses, and control loot quality and spawn rate. Added a setting for the experience penalty from MultiClass Challenge. In order to activate this addon, go to your Game Options for a new tab. | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | Hedgeknight | 
| Level / Exp | 23 / 5% | 
| Size | medium | 
| Lifes / Deaths | Killed by Drasan at level 10 on the 36th Dusk 122nd year of Ascendancy at 06:460 / 6 Killed by Drasan at level 11 on the 36th Dusk 122nd year of Ascendancy at 18:02 Killed by will o' the wisp at level 14 on the 11st Haze 122nd year of Ascendancy at 16:26 Killed by Isata the faeros at level 22 on the 6th Pyre 123rd year of Ascendancy at 11:20 Killed by Isata the faeros at level 22 on the 6th Pyre 123rd year of Ascendancy at 12:18 Killed by Voryyaba the grave wight at level 23 on the 6th Pyre 123rd year of Ascendancy at 23:19 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 80 (base 36) | 
| Dexterity | 22 (base 10) | 
| Constitution | 64 (base 36) | 
| Magic | 17 (base 10) | 
| Willpower | 50 (base 36) | 
| Cunning | 27 (base 10) | 
Resources
| Life | -119/689 | 
| Equilibrium | 39 | 
| Healing Factor | 1.7461538461538 | 
| Regeneration | 21.576723329986 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +200% | 
| Spell | 0% | 
| Global | +76.923076923077% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| Infravision | 4 | 
| See Stealth | 22.309282481023 | 
| See Invisible | 37.309282481023 | 
| ESP Range | 10 | 
| ESP Kinds | demon/major, demon/minor, humanoid/orc | 
Offense: Mainhand
| Damage | 109 | 
| Accuracy | 34 | 
| Crit Chance | 9% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 8.5 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 36 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Damage Bonus
| Nature | +18% | 
| Physical | +14% | 
| Fire | +9% | 
| All | 0% | 
Offense: Damage Penetration
| Darkness | +10% | 
| Fire | +20% | 
| Nature | +10% | 
Defense: Base
| Armour (hardiness) | 78.742324147802 (71.667931200774%) | 
| Defense | 40 | 
| Ranged Defense | 45 | 
| Fatigue | 5.669446550417 | 
| Physical Save | 71 | 
| Spell Save | 24 | 
| Mental Save | 33 | 
Defense: Resistances
| Blight | + 18%( 74%) | 
| Physical | + 28%( 74%) | 
| Cold | + 39%( 74%) | 
| All | + 18%( 74%) | 
| Darkness | + 28%( 74%) | 
| Temporal | + 30%( 74%) | 
| Lightning | + 23%( 74%) | 
| Mind | + 10%( 74%) | 
| Fire | + 47%( 74%) | 
| Nature | + 26%( 74%) | 
Defense: Immunities
| Disarm Resistance | 23% | 
| Confusion Resistance | 10% | 
| Stun Resistance | 0% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 25% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 360 life over 5 turns. Its effects scale with your Constitution stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 227 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. | 
Class Talents
| Wild-gift / Petals | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Wild-gift / Thorns | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Wild-gift / Moss | 1.10 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Bush-guardian | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Generic Talents
| Wild-gift / Call of the wild | 1.10 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Tree | 1.50 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| Wild-gift / Antimagic | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Conditioning | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Fungus | 1.10 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Effects
| talent | Thorn Body | 
| talent | Bushy Beard | 
| talent | Wild Growth | 
| talent | Sap | 
| detrimental effect | The target is on fire, taking 48.85 fire damage per turn.Burning | 
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions.Confused | 
| detrimental effect | The gloom reduces the target's global speed by 30%.Slowed by the gloom | 
| beneficial effect | Moving at extreme speed (200% faster).  Any action other than movement will cancel it.Wild Speed | 
| detrimental effect | Zone-wide effect: Strong scents fill the air and make you feel drowsy. If the timer reaches 0 you will fall into a dreaming sleep state. -10% mind resistance, -20% sleep resistance, +10% nature damage.Heady Scent | 
| beneficial effect | The target is recovering 25 life each turn.Recovery | 
| beneficial effect | Great knowledge from The Petals, increasing Accuracy by 4 and Defense by 6.Petal Rain | 
| beneficial effect | You gain 19% resistance against cold.Resolve | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You failed to protect the injured seer from death by snow giant thunderer.Escort: injured seer (level 1 of Daikara) | failed | 
| You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire.Escort: lost anorithil (level 3 of Trollmire) As a reward you improved Cunning by +2. | done | 
| You successfully escorted the repented thief to the recall portal on level 4 of Old Forest.Escort: repented thief (level 4 of Old Forest) As a reward you improved talent Heightened Senses (+1 level(s)). | done | 
| You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest.Escort: temporal explorer (level 1 of Old Forest) As a reward you improved Willpower by +1. | done | 
| You successfully escorted the wandering musician to the recall portal on level 3 of Old Forest.Escort: wandering musician (level 3 of Old Forest) As a reward you improved Willpower by +1. | done | 
| You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire.Escort: worried loremaster (level 2 of Trollmire) As a reward you improved Willpower by +2. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 412. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * '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 pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed bloated horror heart. | active | 
| You have been invited to join a group called the Ziguranth, dedicated to opposing magic.The Curse of Magic | done | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 1 lumberjacks have died. | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  Daireneg the Carrionrazor (6 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +3% Changes resistances: +6% lightning / +8% fire / +7% cold Changes resistances penetration: +10% nature Physical save: +20 (+5 eff.) Knockback immunity: +25% A pair of boots made of leather. | 
| Light source |  brass lantern of the zealot Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+3 eff.) Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  dwarven-steel helm 'Runamas' (7 def, 10 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +10 Defense: +7 (+3 eff.) Fatigue: +4% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun Changes resistances: +9% fire / +15% temporal Reduces incoming crit damage: 15.00% Disease immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Tool |  Telekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 59 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. | 
| On fingers |  steel ring 'Sileda' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Str / +2 Dex / +2 Mag / +3 Cun / +5 Con Physical save: +10 (+2 eff.) Rings can have magical properties. | 
| On fingers |  Ring of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. | 
| Around waist |  hardened leather belt 'Hanidan' Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Wil / +1 Cun / +4 Con Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Physical save: +10 (+2 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. | 
| In main hand |  dwarven-steel greatsword 'Kindlereeve' (51.5-82.4 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 51.5 - 82.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +4 fire When wielded/worn: Changes stats: +2 Con Changes resistances: +18% fire Changes resistances penetration: +20% fire Light radius: +3 Massive two-handed swords. | 
| On hands |  Foggrind the hardened leather gloves (0 def, 2 armour) Requires: Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Changes stats: +4 Str / +3 Mag / +2 Cun Changes resistances penetration: +10% darkness Physical save: +7 (+1 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +23% See invisible: +15 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Main armor |  duelist's cured leather armour of delving (5 def, 9 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +7% Changes stats: +6 Str / +4 Dex / +4 Cun Changes resistances: +12% darkness / +7% physical Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 1.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 4 turns. The radius will increase with your Cunning. A suit of armour made of leather. | 
| Cloak |  Firewild the cashmere cloak (11 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Str / +2 Con Changes damage: +9% fire Physical save: +30 (+7 eff.) Life regen: +0.40 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Elenimas the gold amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Fatigue: -2% Changes stats: +4 Str / +6 Dex / +2 Mag Changes resistances cap: +4% all Grants telepathy: Demon/Minor Demon/Major Physical save: +17 (+4 eff.) Amulets can have magical properties. | 
Inventory
|  This item will automatically be transmogrified when you leave the level. lightning rune of the sneak (247 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 82.20 to 246.60 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  This item will automatically be transmogrified when you leave the level. Aerotha the Corpsebliss Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind / 20 nature Changes resistances: +9% nature Changes resistances penetration: +25% nature Changes damage: +9% mind Stun/Freeze immunity: +32% Life regen: +0.90 Rings can have magical properties. | 
|  This item will automatically be transmogrified when you leave the level. gladiator's gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +6 Str / +5 Con Rings can have magical properties. | 
|  This item will automatically be transmogrified when you leave the level. Armumadas the stralite ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 16 arcane Changes stats: +3 Mag Changes damage: +6% blight Spell save: +9 (+5 eff.) Silence immunity: +24% Mana each turn: +0.41 Spellpower: +8 (+2 eff.) Rings can have magical properties. | 
|  This item will automatically be transmogrified when you leave the level. Hellsshine (25-30 power, 5 apr, fire element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +16 fire / +12 mind When wielded/worn: Defense: +12 (+4 eff.) Effects on melee hit: * 13% chance to blind Changes resistances penetration: +25% fire Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 39.58 light damage. Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. Mardodubar the elven-wood vilestaff (25-30 power, 5 apr, acid element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Changes resistances: +12% acid / +6% fire Changes damage: +25% acid Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. Bokiharatothad the Purebloom (46.5-69.75 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.5 - 69.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +70 insidious poison Burst (radius 2) on crit: +8 nature When wielded/worn: Changes resistances penetration: +10% nature Changes damage: +9% nature Critical mult.: +10.00% Mental save: +20 (+9 eff.) Equilibrium when hit: +0.12 Mental crit. chance: +5% Massive two-handed battleaxes. | 
|  This item will automatically be transmogrified when you leave the level. stralite battleaxe 'Tempestbliss' (43-64.5 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn When wielded/worn: Accuracy: +16 (+6 eff.) Defense: +12 (+4 eff.) Damage when hit (Melee): 8 lightning Changes stats: +4 Cun / +2 Mag Changes damage: +12% lightning Disarm immunity: +50% Light radius: +3 Massive two-handed battleaxes. | 
|  This item will automatically be transmogrified when you leave the level. stralite mace 'Moruikor' (38.5-53.9 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical power: +10 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Con Changes resistances: +6% blight / +6% light / +5% arcane Changes resistances penetration: +12% physical Spell save: +30 (+15 eff.) Disarm immunity: +16% Blunt and deadly. | 
|  This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe 'Deepsrebel' (18.5-25.9 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +8 acid Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +4 darkness When wielded/worn: Changes resistances: +6% darkness Changes damage: +18% darkness One-handed war axes. | 
|  This item will automatically be transmogrified when you leave the level. Beralarion the Sootmoon (33-46.2 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Burst (radius 1) on hit: +8 darkness When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +10 Effects on melee hit: * 30% chance to inflict 15% damage reduction * 30% chance to corrode armour by 30% Changes resistances penetration: +12% physical Changes damage: +12% acid One-handed war axes. | 
|  This item will automatically be transmogrified when you leave the level. Wretchstreak (31-43.4 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +9 darkness Burst (radius 2) on crit: +8 mind Damage against: +11% Living When wielded/worn: Changes resistances: +15% nature Grants telepathy: Humanoid/Orc Equilibrium when hit: +0.12 Maximum psi: +40.00 One-handed war axes. | 
|  This item will automatically be transmogrified when you leave the level. Swordbreaker (25-32.5 power, 20 apr) Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. This is a bardic weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 eff.) Disarm immunity: +50% 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. | 
|  This item will automatically be transmogrified when you leave the level. Flashstoker (26-33.8 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.0 - 33.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +4 fire Burst (radius 2) on crit: +12 acid / +12 fire This is a bardic weapon. When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +9 (+3 eff.) Changes resistances penetration: +20% fire Disarm immunity: +35% Sharp, short and deadly. | 
|  This item will automatically be transmogrified when you leave the level. Shimmerrune the stralite dagger (38-49.4 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 38.0 - 49.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Burst (radius 1) on hit: +12 lightning This is a bardic weapon. When wielded/worn: Changes stats: +3 Dex Changes resistances penetration: +5% lightning Light radius: +3 Infravision radius: +3 Sharp, short and deadly. | 
|  This item will automatically be transmogrified when you leave the level. hardened leather whip 'Cyribeth' (19.5-21.45 power, 4 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / whip ; tier 3 Base power: 19.5 - 21.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.5% Attack speed: 143% Burst (radius 2) on crit: +10 shocking sound When wielded/worn: Changes resistances penetration: +5% sound Changes damage: +6% physical Critical mult.: +6.00% Life regen: +1.00 Only die when reaching: -60.00 life Maximum stamina: +25.00 Sharp, long and deadly. | 
|  This item will automatically be transmogrified when you leave the level. Blazetorrent (18/47, 42-50.4 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.0 - 50.4 Uses stats: 50% Cun, 70% Dex Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 47 Damage (Ranged): +32 lightning / +16 fire Burst (radius 1) on hit: +24 lightning When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. | 
|  This item will automatically be transmogrified when you leave the level. Voruvea the Obsidianbreaker (8 def, 2 armour, 86.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Mag / +5 Wil Changes resistances: +6% darkness / +12% physical Grants telepathy: Dragon Talent granted: +3 Block Reduces incoming crit damage: 15.00% Handheld deflection devices. | 
|  This item will automatically be transmogrified when you leave the level. stralite shield 'Blindwreath' (10 def, 2 armour, 136.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+4 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Effects on melee hit: * 20 arcane resource burn Changes resistances: +36% fire / +9% nature / +9% temporal Talent granted: +4 Block Spell save: +30 (+15 eff.) Light radius: +3 Handheld deflection devices. | 
|  This item will automatically be transmogrified when you leave the level. Brodular the silk robe (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Con Changes resistances: +22% nature / +9% cold Changes damage: +15% nature Blindness immunity: +15% Stun/Freeze immunity: +40% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  This item will automatically be transmogrified when you leave the level. Poriba the silk robe (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +14% blight / +6% fire Changes damage: +14% blight Reduces incoming crit damage: 15.00% Physical save: +9 (+2 eff.) Mental save: +20 (+9 eff.) Stun/Freeze immunity: +10% Only die when reaching: -40.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  This item will automatically be transmogrified when you leave the level. radiant dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Damage when hit (Melee): 6 light Changes stats: +2 Wil Changes resistances: +14% blight / +12% darkness Light radius: +1 A suit of armour made of metal plates. | 
|  This item will automatically be transmogrified when you leave the level. Pyrerip Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning / 16 fire Changes resistances: +15% lightning / +9% fire Changes damage: +12% fire Physical save: +8 (+2 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. | 
| This item will automatically be transmogrified when you leave the level.Veluriba the Lavapeal Veluriba the Lavapeal Requires: - Magic 25 Infused by nature 1.00 Encumbrance. Type: armor / wardstone ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Changes resistances: +12% mind / +14% cold Reduce damage by fixed amount: +4 all Maximum wards: +3 cold Changes resistances penetration: +25% mind / +10% fire Changes damage: +14% cold / +12% mind / +9% fire Talent granted: +4 Ward Slows Projectiles: +25% Handheld warding devices | 
|  6 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  4 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  5 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  8 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  5 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  8 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  11 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  2 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  241 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. | 
|  This item will automatically be transmogrified when you leave the level. Flowerwaker Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% acid / +9% cold / +12% nature / +6% temporal Changes resistances penetration: +15% nature Changes damage: +15% nature Maximum life: +43.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  woodsman's iron pickaxe (dig speed 40 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. | 
| This item will automatically be transmogrified when you leave the level.Splendourwill the dwarven-steel singing sword (32-44.8 power, 2 apr) Splendourwill the dwarven-steel singing sword (32-44.8 power, 2 apr) Requires: - Cunning 16 - Strength 24 Crafted by a master 3.00 Encumbrance. Type: instrument / singsword ; tier 3 It must be held with both hands. Base power: 32.0 - 44.8 Uses stats: 25% Cun, 90% Str Damage type: Light Mastery: Weapons Mastery Armour Penetration: +2 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +10 sound / +20 acid Burst (radius 1) on hit: +12 light This is a bardic weapon. When wielded/worn: Armour penetration: +12 Physical crit. chance: +11.0% Changes resistances: +6% acid Changes resistances penetration: +10% acid Critical mult.: +16.00% Mindpower: +3 (+1 eff.) A two-handed sword that converts voice into sound. | 
Achievements
 Antimagic!
			Completed antimagic training in the Ziguranth camp.
			Antimagic!
			Completed antimagic training in the Ziguranth camp.By Drasan the Cornac Hedgeknight level 17
65th Haze 122nd year of Ascendancy at 01:30 see stats
 Curse Lifter
			Killed Ben Cruthdar the Cursed.
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Drasan the Cornac Hedgeknight level 12
64th Dusk 122nd year of Ascendancy at 15:56 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By Drasan the Cornac Hedgeknight level 15
20th Haze 122nd year of Ascendancy at 14:08 see stats
 Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Drasan the Cornac Hedgeknight level 17
69th Haze 122nd year of Ascendancy at 03:30 see stats
 Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Drasan the Cornac Hedgeknight level 14
12nd Haze 122nd year of Ascendancy at 14:56 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Drasan the Cornac Hedgeknight level 10
31st Dusk 122nd year of Ascendancy at 21:08 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By Drasan the Cornac Hedgeknight level 20
52nd Regrowth 123rd year of Ascendancy at 12:45 see stats
 Rescuer of the lost
			Rescued the merchant from the assassin lord.
			Rescuer of the lost
			Rescued the merchant from the assassin lord.By Drasan the Cornac Hedgeknight level 9
10th Dusk 122nd year of Ascendancy at 11:42 see stats
 Size matters
			Did over 600 damage in one attack.
			Size matters
			Did over 600 damage in one attack.By Drasan the Cornac Hedgeknight level 12
8th Haze 122nd year of Ascendancy at 08:24 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By Drasan the Cornac Hedgeknight level 7
4th Flare 122nd year of Ascendancy at 01:40 see stats
 Treasure Hoarder
			Amassed 3000 gold pieces.
			Treasure Hoarder
			Amassed 3000 gold pieces.By Drasan the Cornac Hedgeknight level 16
21st Haze 122nd year of Ascendancy at 16:14 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By Drasan the Cornac Hedgeknight level 10
36th Dusk 122nd year of Ascendancy at 14:18 see stats
Log
Drasan is invigorated by the attack!
Drasan is on fire!
Drasan moves reluctantly!
Betyyanor the large white snake receives 31 healing from Unnatural Body.
Voryyaba the grave wight hits Drasan for 83 fire damage.
Drasan is confused and fails to use Fruit.
Bee swarm bites poison into Betyyanor the large white snake.
Bee swarm hits Betyyanor the large white snake for 9 nature damage.
Drasan is invigorated by the attack!
Thorn Body hits Betyyanor the large white snake for 30 physical damage.
Drasan receives 44 healing.
Burning from Voryyaba the grave wight hits Drasan for 22 fire damage.
Voryyaba the grave wight casts Glacial Vapour.
Drasan's mind surges with critical power!
Drasan is invigorated by the attack!
Voryyaba the grave wight's glacial vapour area effect hits Bee swarm for 35 cold damage.
Voryyaba the grave wight's glacial vapour area effect hits Betyyanor the large white snake for 31 cold damage.
Voryyaba the grave wight's glacial vapour area effect hits Drasan for 27 cold damage.
Voryyaba the grave wight's glacial vapour area effect hits Bushy guardian for 22 cold damage.
Voryyaba the grave wight's glacial vapour area effect hits Bee swarm for 35 cold damage.
Bee swarm is lost in despair!
Betyyanor the large white snake receives 31 healing from Unnatural Body.
Bee swarm is confused and fails to use Attack.
Betyyanor the large white snake misses Drasan.
Drasan is confused and fails to use Nature's Touch.
Bee swarm hits Betyyanor the large white snake for 6 physical damage.
Voryyaba the grave wight casts Lightning.
Saving game...


























