











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 | 
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 Enemy Warnings 1.7.2Minmay's Enemy Warnings addon, designed to alert the player about certain dangers without information leaks. nefigah says: "Minmay wrote all the underlying code but no UI; I'm working on adding some UI bit by bit. The initial release will simply allow configuring a number of infamous talents to warn about. Other configuration, such as dangerous weapon egos, will come in a future release. Minmay's code is pretty well tested, so any bugs are likely my fault." Changelog1.0.0: Weight: 124578 Possessor Bonus Class 1.7.0Donators/Buyers bonus! Shaman 1.6.7DescriptionThis 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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game:  :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Embers of Rage 1.7.0Official 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:
 Ashes of Urh'Rok 1.7.0Official 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:
 Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents: 
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Go to Landmark 1.7.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Enhanced Object Compare 1.7.0Improves the "Press  
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite.  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Skeleton | 
| Class | Shadowblade | 
| Level / Exp | 21 / 48% | 
| Size | medium | 
| Lifes / Deaths | Killed by shadow at level 21 on the 3rd Haze 122nd year of Ascendancy at 02:24  / 1 | 
Primary Stats
| Strength | 32 (base 23) | 
| Dexterity | 49 (base 26) | 
| Constitution | 15 (base 10) | 
| Magic | 33 (base 25) | 
| Willpower | 12 (base 10) | 
| Cunning | 55 (base 38) | 
Resources
| Life | -273/772 | 
| Mana | 29/230 | 
| Stamina | 0/165 | 
| Healing Factor | 1.5360311219418 | 
| Regeneration | 14.208287877962 | 
Speed
| Mental | +3.0198066269804E-12% | 
| Attack | 0% | 
| Movement | -2.2204460492503E-14% | 
| Spell | +3.0198066269804E-12% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 9 | 
| Infravision | 10 | 
| See Stealth | 35.032874162149 | 
| See Invisible | 35.032874162149 | 
Offense: Mainhand
| Damage | 62 | 
| Accuracy | 58 | 
| Crit Chance | 32% | 
| APR | 19 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 30 | 
| Accuracy | 58 | 
| Crit Chance | 37% | 
| APR | 30 | 
| Speed | 0.90 | 
Offense: Spell
| Spellpower | 46 | 
| Crit Chance | 14% | 
| Speed | 0.99999999999997 | 
Offense: Mind
| Mindpower | 25 | 
| Crit Chance | 14% | 
| Speed | 1 | 
Offense: Damage Bonus
| Physical | +12% | 
| Arcane | +5% | 
| Light | +10% | 
| All | 0% | 
Offense: Damage Penetration
| Blight | +10% | 
| Arcane | +10% | 
| Light | +20% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 37 (63.65183292883%) | 
| Defense | 52 | 
| Ranged Defense | 52 | 
| Fatigue | 0 | 
| Physical Save | 36 | 
| Spell Save | 23 | 
| Mental Save | 26 | 
Defense: Resistances
| Acid | + 12%( 70%) | 
| Lightning | + 6%( 70%) | 
| Light | + 30%( 70%) | 
| Darkness | + 21%( 70%) | 
| Blight | + 9%( 70%) | 
| Physical | + 20%( 70%) | 
| Fire | + 16%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Stun Resistance | 24% | 
| Confusion Resistance | 23% | 
| Fear Resistance | 100% | 
| Poison Resistance | 100% | 
| Blind Resistance | 100% | 
| Silence Resistance | 20% | 
| Bleed Resistance | 100% | 
| Disarm Resistance | 70% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 50% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 306 damage for 4 turns. Its effects scale with your Cunning stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 54 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 85 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat.  | 
Class Talents
| Technique / Duelist | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Cunning / Stealth | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Cunning / Shadow magic | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
| Technique / Dual techniques | 1.00 | 
  | 2/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
| Spell / Phantasm | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Temporal | 1.00 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Ambush | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Cunning / Dirty fighting | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Undead / Skeleton | 1.10 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
| Technique / Mobility | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 3/5 | 
| Spell / Conveyance | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Lethality | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
  | 1/5 | 
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active | 
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)).  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population.  | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed honey tree root. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed xorn fragment. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.'  | active | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died.  | done | 
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble.  | 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 |  pair of dwarven-steel boots 'Vorubrelle' (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +4 (+1 eff.) Ignore Armor +6 defense ------ Armor +4 Fatigue +3% Spell save +12 (+6 eff.) Mind save +3 (+1 eff.) Life +100.00 Healmod +15% Knockbk Resist +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  Summertide Phial1.0 Encumbrance lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide.  | 
| On head |  dwarven-steel helm 'Prismqueller' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Spellpower +15 (+5 eff.) Ignore resists +10% light Ignore Shields +30% defense ------ Armor +4 Fatigue +4% Resistance +12% acid Physical save +13 (+5 eff.) Silence Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| On hands |  hardened leather gloves 'Blazequick' (0 def, 13 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Dex +3 Mag +2 Cun +5 Con offense ------ Spellpower +15 (+5 eff.) Damage +5% arcane Ignore resists +10% light +10% arcane defense ------ Armor +13 Hardiness +8% Resistance +5% physical Physical save +8 (+4 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 113% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +3 Ignore Armor +3 Critical Rate +10.0% Attack Speed 100% On-hit +7 arcane On-crit, radius 2 +8 arcane On Hit: 5% Stone Touch 3 On Hit: 10% Set Up 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Tool |  elm totem of thorny skin 'Islorilelaith' [power 18]  (4/20 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +12% physical Accuracy +5 (+1 eff.) When Hit 2 physical defense ------ Resistance +6% lightning +3% darkness Harden the skin for 7 turns increasing armour by 18 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers |  copper citrine ring0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Life +45.00 Life Regen +6.00 Healmod +12% other ------- Light +4 Infravision +4 Rings make your fingers look great!  | 
| On fingers |  steel ring 'Runirek'0.1 Encumbrance T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Dex +2 Wil +7 Cun offense ------ Spellpower/crit +6 Ignore resists +10% blight Accuracy +8 (+2 eff.) defense ------ Mind save +6 (+3 eff.) Life Regen +2.00 Confus Resist +23% Stun Resist +24% Rings make your fingers look great!  | 
| Around neck |  The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you."  | 
| In main hand |  balanced voratun dagger (146% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego] Master Weapon Damage 147% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+1 eff.) defense ------ Defense +7 (+3 eff.) Disarm Resist +20% Sharp, short and deadly.  | 
| Around waist |  Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.  | 
| In off hand |  Swordbreaker (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 50% Cun Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+5 eff.) Physical save +15 (+6 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors.  | 
| Cloak |  Torchknave the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +1 (+1 eff.) Resistance +9% blight +6% fire +3% darkness Life +93.00 Disease Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  volcanic hardened leather armour of Eyal (9 def, 12 armour)9.0 Encumbrance T3 light armor [Ego++] Nature While equipped: offense ------ On-Hit 6 fire On-Ranged-Hit 5 fire defense ------ Armor +12 Defense +9 (+3 eff.) Fatigue +8% Resistance +10% fire +15% physical Life +41.00 Life Regen +1.00 Healmod +12% A suit of armour made of leather.  | 
Inventory
 regeneration infusion of the warrior (heal 273; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 273 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 manasurge rune of the duelist (regen 1511% over 10 turns; mana 76; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1511% for 10 turns (0 total) and instantly restoring 76 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Gloomlord the gold amulet =dmg=0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex offense ------ Damage +3% mind +18% physical When Hit 10 darkness defense ------ Resistance +15% mind Confus Resist +23% other ------- Stamina/turn +3.00 Amulets make your neck look great!  | 
 Lightmight0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +5 Cun +2 Con defense ------ Resistance +12% temporal Pinning Resist +24% Knockbk Resist +26% other ------- Light +3 See Invis +6 Amulets make your neck look great!  | 
 steel amulet 'Xanurin' =mag=0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane While equipped: Stats +9 Mag offense ------ Spell Crit +8% Spellpower +8 (+3 eff.) Damage +5% acid +5% physical +5% darkness +4% light +5% temporal +5% cold +5% fire +4% lightning defense ------ Resistance +6% blight +3% darkness Healmod +15% Silence Resist +10% Amulets make your neck look great!  | 
 wanderer's copper amulet =dex=0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.40 Amulets make your neck look great!  | 
 Shockwill0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +4 Wil offense ------ Spellpower +15 (+5 eff.) Ignore resists +10% lightning defense ------ Life +22.00 Disarm Resist +22% Pinning Resist +21% Knockbk Resist +22% other ------- Mana/turn +0.16 Rings make your fingers look great!  | 
 gold ring 'Lisubrevea'0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Resistance +26% acid +19% fire +12% lightning +10% cold Crit Resistance 10.00% Life +26.00 Disarm Resist +22% Pinning Resist +34% Knockbk Resist +26% Rings make your fingers look great!  | 
 sneakthief's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +6 Dex offense ------ Accuracy +8 (+2 eff.) Rings make your fingers look great!  | 
 warrior's copper ring of darkness (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Damage +11% darkness defense ------ Armor +4 Resistance +22% darkness Rings make your fingers look great!  | 
 stormbringer's steel battleaxe (122% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Nature Weapon Damage 122% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +9 lightning +17 cold While equipped: offense ------ Move Speed +35% Ignore resists +14% lightning +13% cold Massive two-handed battleaxes.  | 
 Galeclamor (116% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 116% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 arcane +8 cold On-crit, radius 2 +16 arcane While equipped: offense ------ Physical Crit +8.0% Critical power +15.00% Ignore resists +7% all Accuracy +7 (+2 eff.) Ignore Armor +11 When Hit 2 lightning defense ------ Resistance +3% lightning Sharp, short and deadly.  | 
 Porimina the Sunwinnow (104% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 nature On-crit, radius 2 +8 light On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Str offense ------ Physical Crit +6.0% Physical Power +7 (+2 eff.) Damage +3% darkness +7% physical Accuracy +7 (+2 eff.) defense ------ Resistance +6% light Sharp, short and deadly.  | 
 Star (100% power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 100% Range: 1.0x-1.3x Uses 20% Cun, 20% Dex Damage Light Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: other ------- Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows.  | 
 Unerring Scalpel (111% power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Cun, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Critical Rate +0.0% Attack Speed 100% Phasing +50% While equipped: offense ------ Accuracy +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments.  | 
 balanced dwarven-steel dagger of erosion (113% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Nature/Master Weapon Damage 113% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +6 nature While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +5 (+2 eff.) Disarm Resist +26% Sharp, short and deadly.  | 
 dwarven-steel dagger of massacre (122% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Master Weapon Damage 122% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Sharp, short and deadly.  | 
 truestriking stralite dagger (138% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Master Weapon Damage 139% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Ignore resists +9% physical Accuracy +9 (+2 eff.) Ignore Armor +7 Sharp, short and deadly.  | 
 dwarven-steel greatmaul (153% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Normal] Weapon Damage 153% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% Massive two-handed mauls.  | 
 dwarven-steel mace 'Velyleda' (132% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Psionic Weapon Damage 133% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +11 darkness Damage Against +7% Living While equipped: offense ------ Damage +12% acid defense ------ Resistance +9% cold +9% fire +5% arcane +12% darkness Blunt and deadly.  | 
 dwarven-steel waraxe of evisceration (119% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Master Weapon Damage 120% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +8.0% Physical Power +9 (+3 eff.) One-handed war axes.  | 
 flaming dwarven-steel waraxe (124% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego] Arcane Weapon Damage 124% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +9 fire One-handed war axes.  | 
 Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric.  | 
 Unlightdream the cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +3 Dex +3 Wil +1 Cun +4 Con offense ------ Damage +9% acid +8% physical +12% darkness +13% cold +5% nature +12% fire Ignore resists +5% darkness defense ------ Resistance +12% acid +12% physical +18% darkness +14% cold +16% fire +11% all Poison Resist +31% Disease Resist +32% other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +8% acid +10% physical +8% fire +9% cold defense ------ Resistance +10% acid +12% physical +14% fire +13% cold +11% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Mardoyagas (0 def, 3 armour) =con=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Str +7 Con offense ------ Spell Crit +1% Ignore resists +15% blight Ignore Shields +10% On-Hit (Melee): * 20% chance to reduce armor by 34% defense ------ Armor +3 Fatigue +2% Rush: Puts all charms on 25 cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Voruvena the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +2 Con defense ------ Armor +3 Fatigue +2% Crit Resistance 15.00% Physical save +6 (+3 eff.) Spell save +18 (+9 eff.) Mind save +6 (+3 eff.) Unlife -80.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 pair of rough leather boots 'Bokimnir' (0 def, 1 armour) =dex=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Dex +2 Wil +1 Con +5 Lck offense ------ Damage +6% mind Ignore Armor +1 defense ------ Armor +1 Resistance +6% mind Stealth +6 A pair of boots made of leather.  | 
 scholar's pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +6 (+2 eff.) defense ------ Armor +3 A pair of boots made of leather.  | 
 Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- (-)/turn +0.20 Unarmed combat: Weapon Damage 109% Range: 1.0x-1.1x Uses 40% Dex, 40% Cun, 20% Mag 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings.  | 
 Xerekira (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +2 Dex offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 17 defense ------ Armor +1 Fatigue +1% Physical save +12 (+5 eff.) Life +20.00 Life Regen +2.00 other ------- Stamina/turn +0.70 Max stamina +11.00 Light +1 Unarmed combat: Weapon Damage 102% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 10% Nightmare 1 Metal gloves protecting the hands up to the middle of the lower arm.  | 
 iron gauntlets 'Silugatta' (0 def, 5 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 cold Damage +3% cold Accuracy +5 (+1 eff.) Ignore Armor +1 defense ------ Armor +5 Fatigue +1% Resistance +6% cold Unlife -20.00 life other ------- Max stamina +30.00 Unarmed combat: Weapon Damage 100% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +6 ice On Hit: 10% Ice Breath 1 Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Duskspawn (30 def, 3 armour) =dex=2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +8 Str +7 Dex offense ------ Damage +3% darkness Accuracy +10 (+3 eff.) defense ------ Armor +3 Defense +30 (+10 eff.) Fatigue +3% Resistance +3% darkness +2% physical Skullcracker: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 106.0 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather.  | 
 Gunyhor (0 def, 3 armour) =con=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +7 Con offense ------ Ignore resists +10% arcane defense ------ Armor +3 Fatigue +5% Resistance +3% temporal Crit Resistance 10.00% other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 bladed hardened leather cap of knowledge (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Cun +4 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 106.0 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather.  | 
 iron helm 'Uruhad' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Ignore Armor +2 defense ------ Armor +3 Fatigue +5% Resistance +6% fire +5% cold Unlife -80.00 life Life Regen +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 iron helm of dexterity (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 miner's dwarven-steel helm (0 def, 6 armour)3.0 Encumbrance T3 head armor [Ego] Master While equipped: defense ------ Armor +6 Fatigue +4% other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 impenetrable dwarven-steel mail armour (3 def, 14 armour)14.0 Encumbrance T3 heavy armor [Ego] Master While equipped: defense ------ Armor +14 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail.  | 
 rejuvenating hardened leather armour of lightning resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +15% lightning Life Regen +3.60 other ------- Stamina/turn +0.80 A suit of armour made of leather.  | 
 Thalore-Wood Cuirass (4 def, 12 armour)12.0 Encumbrance T2 massive armor Reqs - Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con defense ------ Armor +12 Defense +4 (+2 eff.) Fatigue +14% Resistance +18% cold +18% darkness +18% nature Healmod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight.  | 
 5 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 316 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 4 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself.  | 
 Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.  | 
 Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 Torchstalker the steel torque of clear mind [power 2]  (4/25 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Ignore resists +10% fire defense ------ Resistance +3% blight +3% fire +9% cold Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 28% for 2 turns. 100% to increase all damage by 12% for 2 turns. 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Penalized the Skeleton Shadowblade level 10
10th Dusk 122nd year of Ascendancy at 02:08 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Penalized the Skeleton Shadowblade level 10
10th Dusk 122nd year of Ascendancy at 02:06 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Penalized the Skeleton Shadowblade level 20
60th Dusk 122nd year of Ascendancy at 19:43 see stats
			Poisonous (Insane (Roguelike) difficulty)
			Sided with the assassin lord.By Penalized the Skeleton Shadowblade level 20
76th Dusk 122nd year of Ascendancy at 17:34 see stats
			That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Penalized the Skeleton Shadowblade level 21
3rd Haze 122nd year of Ascendancy at 02:23 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Penalized the Skeleton Shadowblade level 9
4th Dusk 122nd year of Ascendancy at 13:12 see stats
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Penalized the Skeleton Shadowblade level 9
2nd Dusk 122nd year of Ascendancy at 22:58 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Penalized the Skeleton Shadowblade level 16
42nd Dusk 122nd year of Ascendancy at 12:54 see stats
Log
Keyboard input temporarily disabled.
Penalized uses Dagger Block.
Shadow casts Arcane Reconstruction.
Shadow misses Penalized.
The unstable sand tunnel collapses!
Shadow receives 410 healing.
Ce'Nivea the sandworm's Beyond the Flesh misses Penalized.
Ce'Nivea the sandworm uses Assault.
Ce'Nivea the sandworm resists the disarming attempt!
Ce'Nivea the sandworm performs a melee critical strike against Penalized!
Ce'Nivea the sandworm hits Penalized for (13 blocked), 0 physical, 13 cold, (17 blocked), 0 physical, (13 parried), (96 blocked), 0 physical, 15 arcane, 13 cold, (17 blocked), 0 physical, (224 blocked), 32 physical, 15 arcane, 13 cold, (17 blocked), 0 physical (101 total damage).
Melee retaliation hits Ce'Nivea the sandworm for (1 to psi shield), (1 blocked), 0 physical, (1 to psi shield), (1 blocked), 0 physical, (1 to psi shield), (1 blocked), 0 physical (0 total damage).
Shadow fades for a moment and then reforms whole again!
Personal New Achievement: That was close (Insane (Roguelike) difficulty)!
Penalized hits Ce'Nivea the sandworm for (16 to psi shield), (24 blocked), 0 physical, (1 to psi shield), (1 blocked), 0 fire, (6 to psi shield), (9 blocked), 0 light, (25 blocked), 0 darkness, (8 to psi shield), (12 blocked), 0 physical, (1 to psi shield), (1 blocked), 0 fire, (6 to psi shield), (9 blocked), 0 light, (25 blocked), 0 darkness (0 total damage).
Penalized hits Shadow for 29 light, 29 light (57 total damage).
Penalized hits Blue ooze for 21 light damage.
Penalized hits Shadow for 0 light, 25 light (25 total damage).
Melee retaliation hits Penalized for 2 cold, 2 cold (4 total damage).
Penalized killed Blue ooze!
Layota the gelatinous cube uses Focus Shadows.
The shadows converge on Penalized!
Penalized's fully exits the shadows.
Talent Feint is ready to use.
Shadow casts Shadow Flames.
Shadow's spell attains critical power!
Penalized reacts to damage from Shadow, mitigating the blow!.
Shadow hits Penalized for (52 reacted , -5 stam), 173 fire (173 total damage).
Penalized the level 21 skeleton shadowblade was blazed to death by a shadow on level 3 of Sandworm lair.























































































































