Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 | 
| Addons | Alchemy Woes: Only One Provider 1.4.6Breaking out just the alchemy part of Regalion's mod, and making sure its 1.4.x compatible.  Not thoroughly tested yet, but registering so I can just leave it on.  This should prevent the other alchemists bazaar fix 1.5.1Addon for bazaar mod (https://te4.org/games/addons/tome/bazaar-bringing-shopping-malls-tome will not do anything without it) to fix some issues and conflicts with mods: This mod attempts to add checks so that the bazaar town does not remove the first party member after completely the quest (so that party member to not get removed and sold for 150 gold after the quest is complete or done) Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Pepper Pack 1.4.8Adds 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. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Worms Don't Walk 1.3.0Prevents worms that walk from being spawned. Adventurer Quality of life buff 1.5.0This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Hexkin race 1.2.5Adds the Hexkin race. !!!This addon is still a work in progress!!! What's new:  Improved Staff of Awakening 1.4.9Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. Odyssey of The Summoner 1.4.8This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events. 
 Details: Expanded Details: Quick Fix for Celestials 1.5.0-- Fixed as of 1.5.1 -- Celestial/Hymns and Celestial/Chants are bugged so that they require 0, 4, 5, 6 previous abilities in that tree. 1.3.0:   Chant/Hymn being affected by their relevant category should now be working (with hopefully no side-effects)
  -> The chant/hymn's stats are based on whichever has the higher effective level between "Chant/Hymn Acolyte" and the hymn/chant in question.
  --> This means that if you're effective level 3.2 (4/5 talent points) in Chant Acolyte and grab a level of an individual chant from an escort, the chant's stats should be based off your effective level 4.0 chant.
  ---> In the same example, if you grab another level (so you're now 5/5) in Chant Acolyte, you should be able to get effective level 4.8 in that chant (It's not possible to choose the chant if you're already 5/5 in that chant when choosing an escort reward though)
  --> For Celestials who start with extra mastery in Chants/Hymns, this means that if you get an extra level in the chant from an escort it may not change the stats at high levels of Chant Acolyte
  ---> 6/5 chant talent becomes effective level 6 (1.00 mastery). 5/5 Chant Acolyte becomes effective level 6.5 (1.30 mastery). Therefore the extra level doesn't really matter.
  ----> In this example, the extra level is only really useful at level 3 Chant Acolyte or lower (4.0 vs 3.9)
        
  Small fix to Chant of Fortitude's description function
1.2.1: Previous upload was broken, fixed 1.2.0: Thanks to Felix on the Steam Workshop page for the helpful comment Reverted changes to Chant/Hymn category Fixed display of Chant Acolyte's values 1.1.0: Fixed the Armor Hardiness display in the levelup page to correctly display its true value (15%) Chants and Hymns should now scale with Mastery in their associated talent trees 1.0.0: Base patch, includes the basic fix to Celestial/Chants and Celestial/Hymns trees Raccoonian Race 1.3.0Adds Raccoonian as a playable race, a forest creature with keen senses.Raccoonians are usually timid and reclusive, albeit some individuals crave for a more adventurous lifestyle. They possess agile limbs, natural cunning, keen senses and strong bonds with their animal ancestry. They do not practice arcane magic and have no talent for it. Stat modifiers:
 Life per level: 11Experience modifier: +15% Racial talents:Raccoonian Malice: Passive. Boosts your racial aptitudes for malice and thievery, increasing cunning and dexterity.Raccoonian Senses: Sustained. Focus on the scents and noises around you, revealing all creatures in a radius which scales with your cunning. Your deep focus will also slow you down while active.Rockstar Raccoon Rampage: Active. Enter a destructive rampage state, boosting your movement speed for a short amount of time. Besides, once per turn you unleash your destructive behaviour, granting a free attack to a random adjacent enemy as phyisical damage.Raccoonian Rage: Passive. Your animal nature makes you react to pain and wounds with a wild frenzy, giving you action speed scaling with your missing live percentage. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Steamshaper Subclass 1.4.4Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. White Monk 1.4.9Adds 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. Inferno Race Pack 1.4.0Adds a collection of my races. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. 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: Alternate Talent Requirements 1.5.0Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 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: Spellsword 1.3.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11.  27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.4.8Donators/Buyers bonus! Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource   Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. New Gem Types 1.4.2Adds 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! Possessor Bonus Class 1.5.0Donators/Buyers bonus! Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Furrae Race 1.2.0Adds new races to take your game in different directions. Feline: Lucky and agile warriors that prefer keeping their hide in one piece. Have an extra ring slot, but no feet slot due to oddly shaped feet. 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. Adventurer Buff Addon 1.4.8Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Gladiator 1.5.2Adds 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. Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Female | 
| Race | Bunnymorph | 
| Class | Animal Kin | 
| Level / Exp | 13 / 90% | 
| Size | medium | 
| Lifes / Deaths | Killed by Xogavea the elven guard at level 13 on the 21st Dusk 122nd year of Ascendancy at 02:313 / 2 Killed by Nakkiga at level 13 on the 21st Dusk 122nd year of Ascendancy at 02:35 | 
Primary Stats
| Strength | 10 (base 13) | 
| Dexterity | 26 (base 19) | 
| Constitution | 12 (base 15) | 
| Magic | 9 (base 10) | 
| Willpower | 36 (base 31) | 
| Cunning | 22 (base 17) | 
Resources
| Life | 206/206 | 
| Equilibrium | 0 | 
| Healing Factor | 1.0164835164835 | 
| Regeneration | 0.25412087912089 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -53.333333333333% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
| See Stealth | 10 | 
| See Invisible | 10 | 
Offense: Mainhand
| Damage | 25 | 
| Accuracy | 31 | 
| Crit Chance | 9% | 
| APR | 24 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 24 | 
| Accuracy | 31 | 
| Crit Chance | 9% | 
| APR | 24 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 9 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 38 | 
| Crit Chance | 12% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 9 (57.131147540984%) | 
| Defense | 33 | 
| Ranged Defense | 36 | 
| Fatigue | 0 | 
| Physical Save | 21 | 
| Spell Save | 20 | 
| Mental Save | 29 | 
Defense: Resistances
| All | 0%( 70%) | 
Defense: Immunities
| Fear Resistance | 30% | 
| Pinning Resistance | 30% | 
| Poison Resistance | 10% | 
| Instadeath Resistance | 100% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 170 life over 5 turns. Its effects scale with your Dexterity stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 182 life over 5 turns. Its effects scale with your Willpower stat. | 
Class Talents
| Wild-gift / Summoning (melee) | 1.30 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Animal Kinship | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Wild-gift / Natural Vengeance | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Wild-gift / Animal Training | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Wild-gift / Call of the wild | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Mindstar mastery | 1.10 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Bunnymorph | 1.00 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased.Zero Gravity | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul.Escort: lost tinker (level 1 of Ruins of Kor'Pul) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done | 
| You promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him.One Man Rescue Team You used the map and discovered the location of an entrance to the hidden section. * Enter the hidden section, find out where the Rhaloren keep Pidro Vales and rescue him. * Return to the Bazaar and visit Pidro Vales at his home in the southern end of town. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * You've found the needed red crystal shard. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' 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: * You've found the needed xorn fragment. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' | 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 | 
| In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze.Through the Hedge Maze You succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | done | 
Equipment
| On feet | Soleguard (0 def, 5 armour)Soleguard (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Armour Hardiness: +5% Fatigue: +1% Physical save: +5 (+3 eff.) 'I need something to protect my soul and I need it quick!' Always check the label carefully... | 
| Light source | bright brass lantern of focusbright brass lantern of focus Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +5% mind Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head | insulating rough leather cap of constitution (+2) (0 def, 1 armour)insulating rough leather cap of constitution (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +6% cold / +6% fire A cap made of leather. | 
| On hands | rough leather gloves of dexterity (+2) (0 def, 1 armour)rough leather gloves of dexterity (+2) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) Armour: +1 Changes stats: +2 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| On fingers | CorrosionCorrosion Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 3.98 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. | 
| On fingers | GorudanGorudan Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Damage when hit (Melee): 8 physical Changes resistances: +22% acid / +3% physical Changes damage: +11% acid Poison immunity: +10% Rings can have magical properties. | 
| Around neck | Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
| In main hand | thorny mindstar of vitality (9-9.9 power, 24 apr, nature damage)thorny mindstar of vitality (9-9.9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Damage against: +8% Undead When wielded/worn: Changes resistances: +5% blight / +15% darkness / +7% nature Stamina when hit: +0.50 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| Around waist | padded rough leather belt of the giantspadded rough leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +6% sound Physical save: +5 (+3 eff.) Spell save: +5 (+3 eff.) Mental save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. | 
| In off hand | gifted thorny mindstar of summer (8-8.8 power, 24 apr, mind damage)gifted thorny mindstar of summer (8-8.8 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 fire When wielded/worn: Changes resistances: +2% cold / +4% darkness / +6% temporal Changes damage: +4% light / +5% fire Mindpower: +13 (+5 eff.) Mental crit. chance: +3% Light radius: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| Cloak | enveloping linen cloak of the Shaloren (7 def, 0 armour)enveloping linen cloak of the Shaloren (7 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +2 Wil / +1 Mag Physical save: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor | Koreleg the Splendourserpent (1 def, 2 armour)Koreleg the Splendourserpent (1 def, 2 armour) Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Changes resistances: +5% mind Changes resistances penetration: +20% light Changes damage: +12% light / +6% lightning Mental save: +12 (+6 eff.) A suit of armour made of leather. | 
Inventory
| regeneration infusion of the duelist (heal 148 over 5 turns)regeneration infusion of the duelist (heal 148 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 148 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| Angolwen Academy Training TokenAngolwen Academy Training Token Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome 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.) | 
| This item will automatically be transmogrified when you leave the level.copper amulet copper amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. | 
| This item will automatically be transmogrified when you leave the level.bloodlich's elm vilestaff (10-12 power, 2 apr, fire element) bloodlich's elm vilestaff (10-12 power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Fire Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +1 Cun / +1 Con Changes damage: +10% fire Talent granted: +1 Command Staff Critical mult.: +11.00% Vim when firing critical spell: +4.00 Maximum vim: +20.00 Maximum neg.energy: +24.00 Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. | 
| This item will automatically be transmogrified when you leave the level.elm starstaff (10-12 power, 2 apr, temporal element) elm starstaff (10-12 power, 2 apr, temporal element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Temporal Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% temporal Talent granted: +1 Command Staff Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. | 
| This item will automatically be transmogrified when you leave the level.Voidglory (15-18 power, 3 apr, arcane element) Voidglory (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Changes stats: +1 Mag / +1 Wil Changes resistances: +3% darkness Changes damage: +15% arcane Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Critical mult.: +22.00% Spellpower: +6 (+6 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. | 
| This item will automatically be transmogrified when you leave the level.flaming iron battleaxe of massacre (20.5-30.75 power, 1 apr) flaming iron battleaxe of massacre (20.5-30.75 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +9 fire Massive two-handed battleaxes. | 
| This item will automatically be transmogrified when you leave the level.iron battleaxe of vileness (12.5-18.75 power, 1 apr) iron battleaxe of vileness (12.5-18.75 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.5 - 18.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 7% chance to disease Damage (Melee): +10 blight Massive two-handed battleaxes. | 
| This item will automatically be transmogrified when you leave the level.acidic iron greatsword (16-25.6 power, 1 apr) acidic iron greatsword (16-25.6 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Massive two-handed swords. | 
| This item will automatically be transmogrified when you leave the level.Volcanic Slasher (15-21 power, 5 apr) Volcanic Slasher (15-21 power, 5 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 bleed Burst (radius 2) on crit: +20 fire When wielded/worn: Talent mastery: +0.20 Wild-gift / Volcanism A long shard of obsidian, a weapon never seen in use these days. It belongs in a museum. | 
| This item will automatically be transmogrified when you leave the level.iron rapier (11-15.4 power, 3 apr) iron rapier (11-15.4 power, 3 apr) Requires: - Cunning 11 3.00 Encumbrance. Type: weapon / rapier ; tier 1 Base power: 11.0 - 15.4 Uses stats: 60% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +3 Physical crit. chance: +1.5% Attack speed: 100% This is a bardic weapon. Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. | 
| This item will automatically be transmogrified when you leave the level.flaming iron sceptre of massacre (17.5-24.5 power, 2 apr) flaming iron sceptre of massacre (17.5-24.5 power, 2 apr) Requires: - Magic 10 - Constitution 10 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / sceptre ; tier 1 Base power: 17.5 - 24.5 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +6 fire When wielded/worn: Spellpower: +3 (+3 eff.) Blunt and deadly. | 
| This item will automatically be transmogrified when you leave the level.iron sceptre (11.5-16.1 power, 2 apr) iron sceptre (11.5-16.1 power, 2 apr) Requires: - Magic 10 - Constitution 10 3.00 Encumbrance. Type: weapon / sceptre ; tier 1 Base power: 11.5 - 16.1 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Spellpower: +3 (+3 eff.) Blunt and deadly. | 
| This item will automatically be transmogrified when you leave the level.arcing iron waraxe of daylight (12-16.8 power, 2 apr) arcing iron waraxe of daylight (12-16.8 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 light / +6 lightning Damage against: +5% Undead One-handed war axes. | 
| This item will automatically be transmogrified when you leave the level.iron waraxe of erosion (12-16.8 power, 2 apr) iron waraxe of erosion (12-16.8 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 nature / +7 temporal One-handed war axes. | 
| This item will automatically be transmogrified when you leave the level.iron dagger (10.5-13.65 power, 5 apr) iron dagger (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% This is a bardic weapon. Sharp, short and deadly. | 
| This item will automatically be transmogrified when you leave the level.arcing steel dagger of phasing (10-13 power, 12 apr) arcing steel dagger of phasing (10-13 power, 12 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +12% Damage (Melee): +5 lightning This is a bardic weapon. Sharp, short and deadly. | 
| This item will automatically be transmogrified when you leave the level.mossy mindstar of vitality (2.5-2.75 power, 12 apr, mind damage) mossy mindstar of vitality (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% Damage against: +5% Undead When wielded/worn: Changes resistances: +6% blight / +11% darkness / +6% nature Stamina when hit: +0.50 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. | 
| This item will automatically be transmogrified when you leave the level.arcing rough leather whip of phasing (9.5-10.45 power, 7 apr) arcing rough leather whip of phasing (9.5-10.45 power, 7 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 9.5 - 10.5 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +3.5% Attack speed: 125% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +11% Damage (Melee): +6 lightning Sharp, long and deadly. | 
| This item will automatically be transmogrified when you leave the level.reinforced iron shield of cold resistance (+16%) (4 def, 7 armour, 40 block) reinforced iron shield of cold resistance (+16%) (4 def, 7 armour, 40 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +16% cold Talent granted: +1 Block Handheld deflection devices. | 
| This item will automatically be transmogrified when you leave the level.linen robe (0 def, 0 armour) linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| This item will automatically be transmogrified when you leave the level.linen robe of corrosion (+15%) (0 def, 0 armour) linen robe of corrosion (+15%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% acid Changes damage: +10% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| This item will automatically be transmogrified when you leave the level.prismatic rough leather armour of temporal resistance (1 def, 2 armour) prismatic rough leather armour of temporal resistance (1 def, 2 armour) Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Changes resistances: +15% temporal / +10% light / +10% darkness A suit of armour made of leather. | 
| This item will automatically be transmogrified when you leave the level.padded rough leather belt of transcendence padded rough leather belt of transcendence Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% sound Physical save: +12 (+6 eff.) Mental save: +5 (+2 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. | 
| This item will automatically be transmogrified when you leave the level.rough leather belt 'Heruibers' rough leather belt 'Heruibers' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Changes resistances penetration: +25% mind Critical mult.: +6.00% Mental save: +12 (+6 eff.) Psi when hit: +0.08 Mindpower: +6 (+3 eff.) A belt that goes around your waist. | 
| This item will automatically be transmogrified when you leave the level.rough leather belt 'Skywarden' rough leather belt 'Skywarden' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +1 Damage when hit (Melee): 12 lightning Changes stats: +2 Str Changes resistances: +7% sound Changes resistances penetration: +5% lightning Physical save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Only die when reaching: -20.00 life Maximum stamina: +20.00 A belt that goes around your waist. | 
| This item will automatically be transmogrified when you leave the level.Dawnravage the pair of rough leather boots (0 def, 1 armour) Dawnravage the pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 light / 4 acid Changes resistances: +6% fire / +3% light / +5% cold Light radius: +3 A pair of boots made of leather. | 
| This item will automatically be transmogrified when you leave the level.Isloledakira the Growthsmash (0 def, 3 armour) Isloledakira the Growthsmash (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 mind Changes resistances: +5% lightning / +6% temporal / +6% nature Changes resistances penetration: +20% mind Changes damage: +6% nature / +3% mind Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| This item will automatically be transmogrified when you leave the level.pair of iron boots of uncanny dodging (2 def, 3 armour) pair of iron boots of uncanny dodging (2 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| This item will automatically be transmogrified when you leave the level.mindwoven linen wizard hat of corrosion (+15%) (1 def, 0 armour) mindwoven linen wizard hat of corrosion (+15%) (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +15% acid Changes damage: +10% acid Psi each turn: +0.10 Mindpower: +3 (+2 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... | 
| This item will automatically be transmogrified when you leave the level.stabilizing rough leather cap of dexterity (+2) (0 def, 1 armour) stabilizing rough leather cap of dexterity (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Physical save: +10 (+5 eff.) A cap made of leather. | 
| This item will automatically be transmogrified when you leave the level.Helm of the Slow (0 def, 8 armour) Helm of the Slow (0 def, 8 armour) Requires: - Strength 16 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Fatigue: +4% Changes resistances: +10% physical / +10% temporal Pinning immunity: +20% Movement speed: -10% Why anyone would want to make a helm look like a snail is beyond you. | 
| This item will automatically be transmogrified when you leave the level.iron helm (0 def, 3 armour) iron helm (0 def, 3 armour) Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| This item will automatically be transmogrified when you leave the level.citrine citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
| This item will automatically be transmogrified when you leave the level.bright brass lantern of clarity bright brass lantern of clarity Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Light radius: +4 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| miner's iron pickaxe (dig speed 29 turns)miner's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
| Transmogrification ChestTransmogrification 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)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.arcing elm lyre (10-13 power, 2 apr, sound damage) arcing elm lyre (10-13 power, 2 apr, sound damage) Requires: - Cunning 11 Powered by arcane forces 2.00 Encumbrance. Type: instrument / harp ; tier 1 Base power: 10.0 - 13.0 Uses stats: 75% Cun, 15% Dex Damage type: Sound Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning This instrument will act as a bashing device. When wielded/worn: Talent granted: +1 Pluck Strings Mental save: +2 (+1 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A small string instrument, packs quite a punch. | 
| This item will automatically be transmogrified when you leave the level.Koreneg (9.5 melee - 9.5 ranged sound damage) Koreneg (9.5 melee - 9.5 ranged sound damage) Requires: - Cunning 16 Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: instrument / harp ; tier 2 When wielded/worn: Fatigue: -2% Damage (Melee): 10 sound Damage (Ranged): 10 sound Changes stats: +1 Cun / +2 Wil Changes resistances: +5% nature / +9% blight Talent granted: +2 Pluck Strings Mental save: +3 (+1 eff.) Poison immunity: +10% Disease immunity: +11% Stun/Freeze immunity: +22% Life regen: +0.80 Hate when firing a critical mind attack: +1.00 Mindpower: +3 (+2 eff.) Mental crit. chance: +3% See invisible: +3 Melody each turn: +0.10 Maximum melody: +14.00 A small string instrument. | 
Achievements
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Nakkiga the Bunnymorph Animal Kin level 10
8th Mirth 122nd year of Ascendancy at 20:03 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By Nakkiga the Bunnymorph Animal Kin level 9
3rd Mirth 122nd year of Ascendancy at 00:03 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By Nakkiga the Bunnymorph Animal Kin level 11
2nd Flare 122nd year of Ascendancy at 23:04 see stats
Log
Something receives 226 healing from Xogavea the elven guard.
Xogavea the elven guard receives 226 healing.
Skeleton master archer receives 219 healing from Xogavea the elven guard.
Something receives 219 healing from Xogavea the elven guard.
Burning from Skeleton mage hits sick cave bear for 10 fire damage.
Your hatred grows even as your life fades! (+4 hate)
Your hatred grows even as your life fades! (+4 hate)
Xogavea the elven guard's River of Souls hits sick cave bear for 24 cold, 31 darkness (55 total damage).
Xogavea the elven guard casts Gravespike.
Xogavea the elven guard casts Gravespike.
Your hatred grows even as your life fades! (+4 hate)
Xogavea the elven guard hits sick cave bear for 27 cold damage.
Talent Knockback is ready to use.
Burning from Skeleton mage hits sick cave bear for 10 fire damage.
Your hatred grows even as your life fades! (+4 hate)
Character control switched to Nakkiga.
Xogavea the elven guard's River of Souls hits Sick cave bear for 24 cold damage.
Nakkiga the level 13 bunnymorph animal kin was frozen and shattered into a million little shards to death by Xogavea the elven guard on level 1 of rhaloren hidden section.
You have 3 life(s) left.
Nakkiga deactivates Psiblades.
Nakkiga deactivates Psiblades.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Xogavea the elven guard's River of Souls killed Sick cave bear!
Saving done.
Talent Bunny Hop is ready to use.
Saving game...
