













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Tweaks 1.7.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to: 
 Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: (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 1.7.6Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : 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. Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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: 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. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Font of Sacrifice to the Rescue 1.7.0Makes the Font of Sacrifice from the Forbidden Cults DLC (required) available as a reward for rescuing the lost merchant. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Adventure | 
| Sex | Male | 
| Race | Drem | 
| Class | Wanderer3in1 | 
| Level / Exp | 43 / 56% | 
| Size | medium | 
| Lifes / Deaths | Killed by thought-forged warrior at level 7 on the 17th Dearth 122nd year of Ascendancy at 15:58 6 / 1 | 
Primary Stats
| Strength | 35 (base 18) | 
| Dexterity | 66 (base 64) | 
| Constitution | 63 (base 51) | 
| Magic | 131 (base 63) | 
| Willpower | 24 (base 9) | 
| Cunning | 22 (base 13) | 
Resources
| Paradox | 300 | 
| Mana | 186/186 | 
| Negative | 151/151 | 
| Vim | 260/268 | 
| Life | 1446/1446 | 
| Psi | 114/114 | 
| Stamina | 256/256 | 
| Soul | 10/10 | 
| Healing Factor | 1.4480896240509 | 
| Regeneration | 7.7699860456335 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +32% | 
| Spell | 0% | 
| Global | +127.4383122316% | 
Vision
| Sight | 10 | 
| Lite | -999 | 
| Infravision | 9 | 
| See Stealth | 49.907634479134 | 
| See Invisible | 60.907634479134 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 188 | 
| Accuracy | 66 | 
| Crit Chance | 36% | 
| APR | 52 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 81 | 
| Crit Chance | 26% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 41 | 
| Crit Chance | 13% | 
| Speed | 1 | 
Offense: Damage Bonus
| Nature | +6% | 
| Acid | +18% | 
| Cold | +8% | 
| Darkness | +101% | 
| Blight | +22% | 
| Arcane | +8% | 
| Mind | +24% | 
| All | 0% | 
Offense: Damage Penetration
| Acid | +45% | 
| Nature | +5% | 
| Lightning | +25% | 
| Darkness | +11% | 
| Arcane | +8% | 
| Mind | +25% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 5 (48.304188961773%) | 
| Defense | 61 | 
| Ranged Defense | 61 | 
| Fatigue | 0 | 
| Physical Save | 54 | 
| Spell Save | 60 | 
| Mental Save | 70 | 
Defense: Resistances
| Fire | + 37%( 70%) | 
| Darkness | + 55%( 70%) | 
| Light | + 50%( 80%) | 
| Nature | + 30%( 70%) | 
| Cold | + 32%( 70%) | 
| Physical | + 35%( 70%) | 
| Mind | + 34%( 70%) | 
| All | + 28%( 70%) | 
Defense: Immunities
| Stun Resistance | 29% | 
| Confusion Resistance | 100% | 
| Teleport Resistance | 49% | 
| Pinning Resistance | 32% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 29% | 
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 57 up to 4 times. Its effects scale with your Cunning stat.  | 
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat.  | 
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat.  | 
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 834% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat.  | 
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse 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 722 life over 5 turns. Its effects scale with your Magic stat.  | 
Class Talents
| Cunning / Artifice | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Combat techniques | 1.00 | 
  | 4/5 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
| Psionic / Absorption | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Demented / Tentacles | 1.80 | 
  | 5/5 | 
  | 3/5 | 
  | 5/5 | 
  | 0/5 | 
| Spell / Age of dusk | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Chronomancy / Temporal Guardian | 1.00 | 
  | 0/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Spell / Temporal | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
| Spell / Phantasm | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
| Corruption / Demonic pact | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Chronomancy / Flux | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat veteran | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Technique / Combat training | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 4/5 | 
  | 0/5 | 
| Steamtech / Blacksmith | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Race / Drem | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Celestial / Hymns | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Wild-gift / Antimagic | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Mobility | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
| Corruption / Hexes | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Vile life | 1.00 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Hymn Nocturnalist | 
| talent | Trained Reactions | 
| talent | Thermal Shield | 
| talent | Kinetic Shield | 
| talent | Daunting Presence | 
| talent | Chant of Fortitude | 
| talent | Reality Smearing | 
| talent | Hymn of Perseverance | 
| talent | Essence of Speed | 
| talent | Premonition | 
| talent | Phantasmal Shield | 
| talent | Golden Age of Necromancy | 
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura | 
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff.  | done | 
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower.  | done | 
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)).  | done | 
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Curse of Death (+1 level(s)).  | done | 
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Magic by +5.  | done | 
You failed to protect the lost sun paladin from death by Isann the orc assassin. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed | 
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)).  | done | 
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you gained talent category Technique / Conditioning (at mastery 1.00).  | done | 
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Lacerating Strikes (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there.  | done | 
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years.  | done | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 929.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.  | active | 
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.  | done | 
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations.  | done | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | done | 
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary.  | done | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died.  | done | 
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert.  | active | 
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done | 
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond.  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| Psionic focus |  elven-wood magestaff 'Polithra' (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 1H weapon [Random Unique] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Str +1 Dex +4 Mag +2 Wil +2 Cun +2 Con offense ------ Spell Crit +4% Critical power +24.00% Spellpower +30 (+6 eff.) Spellpower/crit +7 On-Hit 24 fire Damage +25% darkness other ------- Max mana +37.00 See Invisibility +11 Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 102.71 to 123.26 darkness damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art.  | 
| Light source |  Dúathedlen Heart1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats +5 Mag offense ------ Physical Power +7 (+1 eff.) On-Hit 20 darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness level 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it.  | 
| On head |  Greenqueen the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Damage +6% darkness +3% cold Ignore resists +5% nature On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Defense +2 (+0 eff.) Resistance +3% nature +12% darkness other ------- EQ when Hit +1.30 Psi when Hit +0.80 Hate when Hit +1.20 A pointy cloth hat, very wizardly...  | 
| On feet |  Woesweeper the pair of rough leather boots (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun +1 Wil offense ------ Mind Crit +2% Mindpower +5 (+1 eff.) When Hit 6 darkness 4 mind On-Hit (Melee): * 20% chance to reduce armor by 45% defense ------ Armor +3 other ------- Infravision +1 A pair of boots made of leather.  | 
| Tool |  Tempestpiety the stralite torque of psionic shield [power 91]  (25 cooldown)2.0 Encumbrance T4 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +9% mind Ignore resists +25% lightning When Hit 2 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 26 defense ------ Resistance +3% mind Setup a psionic shield, reducing all damage taken by 91 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
| On fingers |  Adumibeth the Pusstone0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Mag +7 Wil offense ------ Physical Power +14 (+2 eff.) Spellpower +28 (+6 eff.) Mindpower +13 (+4 eff.) Damage +6% nature Ignore resists +25% mind Accuracy +15 (+3 eff.) Ignore Armor +17 On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Defense +13 (+3 eff.) Resistance +6% mind Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great!  | 
| On fingers |  Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+1 eff.) Fatigue -7% Mind save +13 (+3 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 3.5 Power cost 50 out of 50/50. Range 8 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. This item has been sent to the Item's Vault.  | 
| Around neck |  serendipitous stralite amulet of murder0.1 Encumbrance T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +16 Lck offense ------ Critical power +14.00% Accuracy +21 (+5 eff.) Ignore Armor +14 defense ------ Defense +12 (+3 eff.) Resist unseen 14% Amulets make your neck look great!  | 
| In main hand |  Ememiwen (51-71 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Arcane/Master Weapon Damage 51.0 - 71.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Curse of Vulnerability level 5 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +12.0% Mind Crit +2% Damage +15% acid +3% mind Ignore resists +25% acid One-handed war axes.  | 
| On hands |  Xorewe the Demonraider (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Mindpower +20 (+6 eff.) On-Hit 11 cold Damage +9% darkness +5% cold On-Hit (Melee): * 10% chance to reduce damage dealt by 22% defense ------ Armor +2 Fatigue +3% Resistance +9% darkness +5% cold other ------- Max psi +20.00 Unarmed combat: Weapon Damage 20.5 - 28.7 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +8 ice On Hit: 10% Ice Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Around waist |  Arabreda the Eclipsewhisper1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +6.00% Physical Power +3 (+1 eff.) Damage +3% acid +12% darkness Ignore resists +20% acid When Hit 4 darkness A belt that goes around your waist.  | 
| Cloak |  Shadowjustice the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +5% Critical power +19.00% Spellpower +4 (+1 eff.) Damage +8% arcane +19% darkness +12% mind Ignore resists +8% arcane +11% darkness When Hit 2 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 26 * 10% chance to reduce damage dealt by 22% defense ------ Defense +2 (+0 eff.) Resistance +16% darkness Stealth +11 other ------- Max mana +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+3 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 4.5 Power cost 15 out of 20/20. Range 9 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. This item has been sent to the Item's Vault.  | 
Inventory
 movement infusion of the warrior (speed 711%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 711% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions  | 
 regeneration infusion (heal 279; 14 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 279 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions  | 
 Vox =silence res=0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +9 (+2 eff.) Spell Speed +15% defense ------ Silence Resist +100% other ------- Max mana +50.00 Max vim +50.00 See Invisibility +20 No force can hope to silence the wearer of this amulet.  | 
 voratun amulet 'Harirath'0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +9 Dex +10 Con offense ------ Physical Power +15 (+3 eff.) defense ------ Armor +6 Resistance +30% fire +3% mind +30% cold Physical save +15 (+5 eff.) other ------- Max stamina +31.03 Amulets make your neck look great!  | 
 Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it.  | 
 Duathelbreaker =red armor=0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +18% acid Ignore resists +10% darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 26 * 20% chance to reduce armor by 45% * 10% chance to reduce damage dealt by 22% defense ------ Life +56.00 Life Regen +11.00 Healmod +15% Rings make your fingers look great!  | 
 conjurer's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Nature While equipped: Stats +7 Mag +6 Wil offense ------ Spellpower +8 (+2 eff.) defense ------ Life +94.00 Life Regen +10.00 Healmod +20% Rings make your fingers look great!  | 
 infernal elven-wood starstaff of fate (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Critical power +23.00% Spellpower +19 (+4 eff.) On-Hit 26 fire Damage +25% darkness defense ------ Physical save +11 (+4 eff.) Spell save +10 (+3 eff.) Mind save +11 (+2 eff.) other ------- See Invisibility +17 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 Shinepeal (30-36 power, 6 apr, acid element)5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Dex offense ------ Spell Crit +5% Spellpower +15 (+3 eff.) Damage +39% acid +15% physical +12% light Ignore resists +15% light +16% acid defense ------ Armor +7 Defense +8 (+2 eff.) Physical save +19 (+6 eff.) other ------- Max positive +15.00 Max negative +15.00 Wards +2 acid Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 infernal dragonbone magestaff of fate (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Critical power +32.00% Spellpower +22 (+5 eff.) On-Hit 23 fire Damage +30% fire defense ------ Physical save +11 (+4 eff.) Spell save +9 (+3 eff.) Mind save +13 (+3 eff.) other ------- See Invisibility +17 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 caustic voratun greatmaul (66-98 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Nature Weapon Damage 65.5 - 98.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +28 acid +35 nature While equipped: offense ------ Ignore resists +27% acid +35% nature Ignore Armor +13 Massive two-handed mauls.  | 
 truestriking voratun greatsword (62-98 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego+] Master Weapon Damage 61.5 - 98.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +17% physical Accuracy +17 (+4 eff.) Ignore Armor +17 Massive two-handed swords.  | 
 enhanced stralite waraxe (29-41 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Nature Weapon Damage 29.0 - 40.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +8 Str +7 Dex +8 Mag +7 Wil +8 Cun +7 Con One-handed war axes.  | 
 voratun dagger 'Deepsmire' (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 38.0 - 49.4 Physical Uses 50% Str, 50% Mag, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +11.0% Attack Speed 100% On-hit +18 darkness Damage Against +19% Living On Hit: * 20% chance to reduce damage dealt by 22% * 25% chance for lightning to strike from the target to a second target dealing 128 damage On Critical: * Wound the target dealing 347 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +13.0% Critical power +5.00% Physical Power +24 (+4 eff.) Accuracy +10 (+2 eff.) When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 22% Sharp, short and deadly.  | 
 voratun dagger of rage (39-51 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Master Weapon Damage 39.0 - 50.7 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +7 Str offense ------ Damage +8% physical Accuracy +14 (+3 eff.) Sharp, short and deadly.  | 
 epiphanous living mindstar of disruption (16-18 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Disrupt/Psionic Weapon Damage 16.0 - 17.6 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% Damage Against +23% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Mind Crit +9% Mindpower +14 (+4 eff.) Damage +18% mind other ------- Psi-on-crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 inquisitor's living mindstar of frost (16-17 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Disrupt Weapon Damage 15.5 - 17.1 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On Critical: * Deals 71 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) On-Hit 11 cold Damage +20% cold Ignore resists +20% cold defense ------ Armor +20 Resistance +7% cold other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 Chiderab the Prismpiercer4.0 Encumbrance T4 longbow 2H weapon [Rare] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On Hit: * 21% chance to reduce all saves and defense by 26 While equipped: Stats +3 Mag +8 Con offense ------ Damage +12% light Ignore resists +20% mind +26% physical defense ------ Crit Resistance 15.52% other ------- Infravision +3 Longbows are used to shoot arrows at your foes.  | 
 quiver of dragonbone arrows 'Galewalker' (19/19, 69-97 power, 36 apr)3.0 Encumbrance T5 arrow ammo [Rare] Master Weapon Damage 69.0 - 96.6 Physical Uses 50% Str, 50% Mag, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +36 Critical Rate +21.0% Capacity 19 Projectile Speed +200% On-ranged-hit +21 lightning On-Hit, radius 1 +12 darkness +21 lightning On-crit, radius 2 +21 darkness On Hit: * 21% chance to reduce damage dealt by 22% Arrows are used with bows to pierce your foes to death.  | 
 stralite shield 'Gunatorain' (31 def, 24 armour, 62-75 power, 173.87632173115 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Rare] Master When used to Attack: Weapon Damage 62.5 - 75.0 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +174 On Hit: * 21% chance to reduce strength, dexterity, and constitution by 35 While equipped: offense ------ Critical power +20.69% Damage +12% physical Ignore resists +10% physical On-Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 35 defense ------ Armor +24 Defense +31 (+8 eff.) Fatigue +8% Resistance +27% cold other ------- Talents +1 Block Handheld deflection devices.  | 
 slimy elven-silk robe of life (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Nature/Disrupt While equipped: offense ------ When Hit: * 9% chance to slow global speed by 53% * 9 arcane resource burn defense ------ Resistance +16% blight +15% all Life +72.00 Life Regen +4.10 Healmod +28% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 sunsealed elven-silk robe of power (6 def, 6 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +10 Mag offense ------ Spellpower +17 (+4 eff.) Damage +19% light +16% all defense ------ Armor +6 Defense +6 (+1 eff.) Resistance +11% darkness +7% light +15% all Life +70.00 other ------- Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 enlightening rough leather armour of the deep (3 def, 4 armour) =water=9.0 Encumbrance T1 light armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +4 Defense +3 (+1 eff.) Fatigue +6% Resistance +6% acid +6% cold Mind save +12 (+3 eff.) other ------- Breathe water A suit of armour made of leather.  | 
 Lisimina the stralite mail armour (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Rare] Master While equipped: Stats +6 Str +2 Dex +4 Wil +4 Cun +6 Con offense ------ Mind Crit +4% Critical power +20.69% Damage +6% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 26 defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Life +86.00 other ------- Psi when Hit +0.08 Hate-on-crit +5.00 See Invisibility +9 A suit of armour made of mail.  | 
 Xeryta the voratun mail armour (5 def, 10 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Rare] Arcane While equipped: Stats +15 Wil offense ------ Damage +9% blight On-Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 35 defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +20% light +20% darkness Spell save +15 (+4 eff.) other ------- Mana-on-crit +2.07 Hate-on-crit +3.00 Max vim +50.00 A suit of armour made of mail.  | 
 Rainlace (3 def, 0 armour)2.0 Encumbrance T5 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +8% Critical power +20.88% Mindpower +31 (+10 eff.) Damage +20% mind Ignore resists +25% cold defense ------ Defense +3 (+1 eff.) Resistance +20% mind +18% cold other ------- Max psi +52.20 A pointy cloth hat, very wizardly...  | 
 12 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.  | 
 4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 10 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.  | 
 4 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.  | 
 2 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.  | 
 2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 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 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.  | 
 7 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 4 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.  | 
 7 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 9 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 3 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 3 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 4 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 3 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 Telos's Staff Crystal =carry light 2=0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating.  | 
 Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel.  | 
 523 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.  | 
 Satyrlord1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +5 Str +8 Mag +6 Con offense ------ Ignore resists +20% mind defense ------ Resistance +9% nature Blind Resist +37% Confus Resist +21% other ------- EQ when Hit +0.16 Light +9 See Stealth +17 See Invisibility +15 Track: Puts all charms on 40 turn cooldown Effective talent level: 5.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 Rungof's Fang =carry=1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. This item has been sent to the Item's Vault.  | 
 miner's dwarven-steel pickaxe (dig speed 23 turns)3.0 Encumbrance T3 digger tool [Ego] Master While equipped: Stats +2 Str other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 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.  | 
 Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 181% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it.  | 
 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.  | 
 Hettotar the Scumshaper [power 3]  (25 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +9% fire +3% nature +15% arcane Ignore resists +10% arcane defense ------ Resistance +20% nature Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 24% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 Deepsrebel [power 326]  (15 cooldown)2.0 Encumbrance T4 totem charm [Random Unique] Nature While equipped: offense ------ Damage +15% arcane On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Resistance +5% arcane Heal yourself and all friendly characters within 10 spaces for 326 Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power.  | 
 soothing dragonbone wand of shielding [power 446]  (20 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a shield absorbing up to 446 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to heal for 93. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
Achievements
			A dangerous secret (Insane (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.By Hodl the Drem Wanderer3in1 level 30
16th Gold 123rd year of Ascendancy at 20:43 see stats
			Against all odds (Insane (Adventure) difficulty)
			Killed Ukruk in the ambush.By Hodl the Drem Wanderer3in1 level 30
34th Steel 123rd year of Ascendancy at 11:21 see stats
			Are you out of your mind?! (Insane (Adventure) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Hodl the Drem Wanderer3in1 level 34
29th Stralite 123rd year of Ascendancy at 07:15 see stats
			Back and there again (Insane (Adventure) difficulty)
			Opened a portal to the Far East from Maj'Eyal.By Hodl the Drem Wanderer3in1 level 43
1st Wealth 123rd year of Ascendancy at 19:52 see stats
			Brave new world (Insane (Adventure) difficulty)
			Went to the Far East and took part in the war.By Hodl the Drem Wanderer3in1 level 33
5th Stralite 123rd year of Ascendancy at 06:52 see stats
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Hodl the Drem Wanderer3in1 level 12
12nd Loss 122nd year of Ascendancy at 02:41 see stats
			Destroyer's bane (Insane (Adventure) difficulty)
			Killed Golbug the Destroyer.By Hodl the Drem Wanderer3in1 level 32
3rd Stralite 123rd year of Ascendancy at 01:39 see stats
			Dragon's Greed (Insane (Adventure) difficulty)
			Amassed 8000 gold pieces.By Hodl the Drem Wanderer3in1 level 32
30th Gold 123rd year of Ascendancy at 05:15 see stats
			Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.By Hodl the Drem Wanderer3in1 level 24
5th Steel 123rd year of Ascendancy at 20:56 see stats
			Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!By Hodl the Drem Wanderer3in1 level 29
32nd Steel 123rd year of Ascendancy at 18:44 see stats
			Home sweet home (Insane (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hodl the Drem Wanderer3in1 level 22
20th Iron 123rd year of Ascendancy at 07:56 see stats
			I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Hodl the Drem Wanderer3in1 level 36
29th Stralite 123rd year of Ascendancy at 20:23 see stats
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Hodl the Drem Wanderer3in1 level 10
24th Dearth 122nd year of Ascendancy at 21:46 see stats
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Hodl the Drem Wanderer3in1 level 20
15th Shortage 122nd year of Ascendancy at 08:16 see stats
			Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.By Hodl the Drem Wanderer3in1 level 30
34th Steel 123rd year of Ascendancy at 04:06 see stats
			Level 40 (Insane (Adventure) difficulty)
			Got a character to level 40.By Hodl the Drem Wanderer3in1 level 40
28th Voratun 123rd year of Ascendancy at 22:53 see stats
			Overpowered! (Insane (Adventure) difficulty)
			Did over 6000 damage in one attack.By Hodl the Drem Wanderer3in1 level 42
43rd Profit 123rd year of Ascendancy at 14:18 see stats
			Rescuer of the lost (Insane (Adventure) difficulty)
			Rescued the merchant from the assassin lord.By Hodl the Drem Wanderer3in1 level 19
6th Shortage 122nd year of Ascendancy at 23:28 see stats
			Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.By Hodl the Drem Wanderer3in1 level 25
22nd Steel 123rd year of Ascendancy at 11:41 see stats
			Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.By Hodl the Drem Wanderer3in1 level 15
25th Loss 122nd year of Ascendancy at 22:15 see stats
			Sliders (Insane (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.By Hodl the Drem Wanderer3in1 level 32
3rd Stralite 123rd year of Ascendancy at 06:46 see stats
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Hodl the Drem Wanderer3in1 level 9
22nd Dearth 122nd year of Ascendancy at 20:13 see stats
			The bigger the better! (Insane (Adventure) difficulty)
			Did over 3000 damage in one attack.By Hodl the Drem Wanderer3in1 level 39
27th Voratun 123rd year of Ascendancy at 15:35 see stats
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By Hodl the Drem Wanderer3in1 level 12
34th Dearth 122nd year of Ascendancy at 10:49 see stats
			There and back again (Insane (Adventure) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Hodl the Drem Wanderer3in1 level 37
2nd Voratun 123rd year of Ascendancy at 12:14 see stats
			Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.By Hodl the Drem Wanderer3in1 level 23
27th Iron 123rd year of Ascendancy at 06:45 see stats
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Hodl the Drem Wanderer3in1 level 17
2nd Shortage 122nd year of Ascendancy at 08:42 see stats
			Vampire crusher (Insane (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Hodl the Drem Wanderer3in1 level 27
25th Steel 123rd year of Ascendancy at 15:53 see stats
Log
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A shield forms around Hodl.




























































































































































