












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
 Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
 Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. 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 | Nightmare Adventure | 
| Sex | Female | 
| Race | Dwarf | 
| Class | Doomed | 
| Level / Exp | 31 / 35% | 
| Size | medium | 
| Lifes / Deaths | Killed by elven blood mage at level 9 on the 4th Profit 122nd year of Ascendancy at 19:223 / 3 Killed by elven blood mage at level 9 on the 4th Profit 122nd year of Ascendancy at 19:55 Killed by snow giant thunderer at level 18 on the 4th Dearth 122nd year of Ascendancy at 22:07 | 
Primary Stats
| Strength | 26.272733630532 (base 13) | 
| Dexterity | 11.545467261063 (base 10) | 
| Constitution | 43.545467261063 (base 25) | 
| Magic | 31.272733630532 (base 24) | 
| Willpower | 109.35429480942 (base 60) | 
| Cunning | 95.430763790081 (base 60) | 
Resources
| Life | 979/979 | 
| Hate | 78/102 | 
| Equilibrium | 18 | 
| Vim | 220/220 | 
| Healing Factor | 1.2363353599859 | 
| Regeneration | 0.30908383999647 | 
Speed
| Mental | +10% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 8 | 
| See Stealth | 76.043147085314 | 
| See Invisible | 86.588614346377 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 148 | 
| Accuracy | 53 | 
| Crit Chance | 29% | 
| APR | 78 | 
| Speed | 0.91 | 
Offense: Offhand
| Damage | 136 | 
| Accuracy | 53 | 
| Crit Chance | 27% | 
| APR | 59 | 
| Speed | 0.91 | 
Offense: Spell
| Spellpower | 56 | 
| Crit Chance | 25% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 98 | 
| Crit Chance | 55% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +29% | 
| Blight | +8% | 
| Arcane | +29% | 
| Mind | +70% | 
| All | +2% | 
| Light | +12% | 
| Physical | +18% | 
| Cold | +19% | 
| Fire | +10% | 
| Nature | +17% | 
Offense: Damage Penetration
| Mind | +80% | 
Defense: Base
| Armour (hardiness) | 34 (60%) | 
| Defense | 22 | 
| Ranged Defense | 22 | 
| Fatigue | 3 | 
| Physical Save | 49 | 
| Spell Save | 55 | 
| Mental Save | 69 | 
Defense: Resistances
| Arcane | + 45%( 70%) | 
| Mind | + 60%( 70%) | 
| All | + 39%( 70%) | 
| Lightning | + 45%( 70%) | 
| Light | + 48%( 70%) | 
| Temporal | + 48%( 70%) | 
| Physical | + 41%( 72%) | 
| Darkness | + 66%( 80%) | 
| Fire | + 39%( 70%) | 
| Nature | + 58%( 70%) | 
Defense: Immunities
| Disarm Resistance | 36% | 
| Confusion Resistance | 28% | 
| Fear Resistance | 35% | 
| Stun Resistance | 75% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 75% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. | 
| Runes | Effective talent level: 2.5Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 19 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 64 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 Constitution stat. | 
| Infusions | Effective talent level: 2.5Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 259 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. | 
| Infusions | Effective talent level: 2.5Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 444 life over 5 turns. Its effects scale with your Willpower stat. | 
| Runes | Effective talent level: 2.5Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 17 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 115 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
| Cursed / Darkness | 1.30 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| Cursed / Shadows | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| Cursed / Punishments | 1.30 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| Cursed / One with shadows | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Advanced shadowmancy | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Fears | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Cursed / Force of will | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Cursed / Cursed form | 1.00 | 
| 
 | 4/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Wild-gift / Mindstar mastery | 1.20 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Harmony | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Cursed aura | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Cursed / Dark sustenance | 1.30 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| Corruption / Curses | 1.00 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Gestures | 1.30 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Mental Tyranny | 
| talent | Gesture of Pain | 
| talent | Psiblades | 
| talent | Shadows Empathy | 
| talent | Call Shadows | 
| beneficial effect | You feel your grip on reality slipping.Curse of Madness (power 2.3) Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +4 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. | 
| beneficial effect | Guarding against melee damage:  Will dismiss up to 53 damage from the next 2.2 attack(s) with a 7% chance to counterattack.Guarded | 
| beneficial effect | A shroud of darkness seems to fall across your path.Curse of Shrouds (power 4.3) Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +17 Darkness Resistance, +10% Max Darkness Resistance, +11 See Invisible Power 2+: -1 Luck, +8 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 16% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 16% for 3 turns. | 
| beneficial effect | An aura of death surrounds you.Curse of Corpses (power 5.3) Penalty : Fear of Death: -8% resistance against damage from the undead. Power 1+: Power over Death: +13% damage against the undead. Power 2+: -1 Luck, +5 Strength, +5 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 19 turns, retch (level 3) when you fall below 47% health Power 4+: Reprieve from Death: Humanoids you slay have a 41% chance to rise to fight beside you as ghouls for 6 turns. | 
| beneficial effect | Horrible visions fill your mind.Curse of Nightmares (power 2.3) Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 11% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +4 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 104 mind and 62 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 184 Mind damage, and deal 110 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. | 
| beneficial effect | Mayhem and destruction seem to follow you.Curse of Misfortune (power 4.3) Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+39% chance to avoid traps). Power 2+: -1 Luck, +8 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+14% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent. | 
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave | active | 
| You failed to protect the lost defiler from death by Zubokira the dread.Escort: lost defiler (level 3 of Dreadfell) | failed | 
| You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell.Escort: lost defiler (level 6 of Dreadfell) As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done | 
| You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell.Escort: lost defiler (level 7 of Dreadfell) As a reward you improved talent Curse of Death (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 1 of Daikara.Escort: repented thief (level 1 of Daikara) As a reward you improved talent Heightened Senses (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves.Escort: repented thief (level 2 of Scintillating Caves) As a reward you improved talent Heightened Senses (+1 level(s)). | done | 
| You failed to protect the repented thief from death by walking corpse.Escort: repented thief (level 3 of Norgos Lair) | failed | 
| You successfully escorted the repented thief to the recall portal on level 3 of Old Forest.Escort: repented thief (level 3 of Old Forest) As a reward you improved Cunning by +5. | 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 Heightened Senses (+1 level(s)). | done | 
| Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.From bellow, it devours Maybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it?Hunt for the legendary Plumpkin! You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done | 
| You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.Reknor is lost! When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 211. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth has completed an elixir of the fox without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed sandworm tooth. * You've found the needed green worm. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.The Sect of Kryl-Feijan They were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within | active | 
| 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 |  Boots of the Hunter (Shrouds) (2 def, 12 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Shrouds It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. This item has been sent to the Item's Vault. | 
| Light source |  Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(157 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
| On head |  Chamuruigar (Nightmares) (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Changes damage: +6% mind Physical save: +6 (+2 eff.) Psi when hit: +0.04 Maximum hate: +2.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +7% Curse of Nightmares A pointy cloth hat, very wizardly... | 
| On hands |  alchemist's voratun gauntlets of the iron hand (Madness) (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 5 acid / 6 fire / 7 cold / 4 lightning Changes stats: +4 Str / +4 Mag / +7 Wil / +3 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +36% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. | 
| Tool |  Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 27 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. | 
| On fingers |  Zereldir the Floewrest (Misfortune) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 10 acid Changes stats: +2 Cun Changes resistances: +15% mind Changes resistances penetration: +25% mind Changes damage: +12% acid / +9% cold / +15% mind Hate when firing a critical mind attack: +4.00 Maximum psi: +40.00 Curse of Misfortune Rings make your fingers look great! | 
| On fingers |  voratun ring 'Boltclamor' (Misfortune) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun / +7 Wil Changes resistances: +9% lightning / +15% temporal / +5% arcane Changes damage: +12% arcane Mindpower: +15 (+3 eff.) Curse of Misfortune Rings make your fingers look great! | 
| Around neck |  Gloomvagrant Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 39% * 20% chance to reduce all saves and defense by 49 Damage when hit (Melee): 2 mind Changes resistances: +5% arcane Changes resistances penetration: +10% mind Changes damage: +8% physical / +15% arcane / +12% mind Combat speed: +10% Amulets make your neck look great! | 
| In main hand |  Eye of the Lost (Corpses) (17-19 power, 56 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 99% Wil, 59% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +56 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * reduces mental save When wielded/worn: Changes stats: +6 Cun / +14 Wil Changes resistances: +25% mind Changes resistances penetration: +15% mind Changes damage: +10% mind Mental save: +24 (+6 eff.) Mindpower: +20 (+4 eff.) Mental crit. chance: +7% Activating this item is instant. Curse of Corpses It can be used to see all other beings around you for 5 turns Activation costs 25 power out of 25/25. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. This item has been sent to the Item's Vault. | 
| Around waist |  Mighty Girdle (Corpses) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Corpses 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 |  Great Caller (Misfortune) (10-11 power, 37 apr, nature damage) Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 59% Wil, 99% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +37 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +8% fire / +8% physical / +8% cold Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +24 (+5 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 Gives a 30% chance that your nature summons appear as wild summons. Curse of Misfortune This mindstar constantly emits a low tone. Life seems to be pulled towards it. | 
| Cloak |  Halukath (Shrouds) (12 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+6 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 27 Changes stats: +4 Cun Changes damage: +6% blight Critical mult.: +20.00% Physical save: +10 (+3 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +0.24 Hate when firing a critical mind attack: +1.00 Mindpower: +15 (+3 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Spider-Silk Robe of Spydrë (Shrouds) (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Shrouds This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. | 
Inventory
|  Mirror Image Rune (dur 6; cd 24) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Rune of Reflection (--) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 256 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. | 
|  shatter afflictions rune of the wizard (absorb 54; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  This item will automatically be transmogrified when you leave the level. stormshield rune (threshold 40; blocks 3; dur 4; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 40 up to 3 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Fanged Collar Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. | 
|  The Black Core Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." | 
|  clarifying steel amulet of mastery (0.12 Cursed / Darkness) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% mind Talent mastery: +0.12 Cursed / Darkness Confusion immunity: +24% Amulets make your neck look great! | 
|  This item will automatically be transmogrified when you leave the level. Daystrike (Misfortune) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +3 Mag / +4 Wil Changes damage: +18% acid / +18% light Reduces incoming crit damage: 15.00% Mental save: +8 (+2 eff.) See invisible: +12 Curse of Misfortune Rings make your fingers look great! | 
|  Mnemonic Requires: - Level 35 Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. This item has been sent to the Item's Vault. | 
|  copper ring of clarity (Misfortune) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+1 eff.) Confusion immunity: +20% Curse of Misfortune Rings make your fingers look great! | 
|  copper ring of the mind (+11%) (Madness) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% mind Changes damage: +11% mind Curse of Madness Rings make your fingers look great! | 
|  This item will automatically be transmogrified when you leave the level. Moon (Misfortune) (10-13 power, 0 apr) Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Darkness Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 Curse of Misfortune A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. | 
|  This item will automatically be transmogrified when you leave the level. Swordbreaker (Madness) (25-32 power, 20 apr) Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+7 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. Curse of Madness This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. | 
|  This item will automatically be transmogrified when you leave the level. thought-forged dwarven-steel dagger (Nightmares) (18-24 power, 7 apr) Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to reduce all saves and defense by 49 Damage (Melee): +13 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil Curse of Nightmares Sharp, short and deadly. | 
|  Genocide (Corpses) (42-67 power, 4 apr) Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Curse of Corpses Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. | 
|  swiftstrike elven-wood longbow of lightning (Corpses) Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Travel speed: +200% Damage (Ranged): +21 lightning When wielded/worn: Changes stats: +3 Cun Changes damage: +20% lightning Combat speed: +10% Curse of Corpses Longbows are used to shoot arrows at your foes. | 
|  This item will automatically be transmogrified when you leave the level. dwarven-steel mace of erosion (Madness) (26-36 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +8 nature Curse of Madness Blunt and deadly. | 
|  Bloomsoul (Corpses) (8-9 power, 13 apr, nature damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. Curse of Corpses It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 2.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 62 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. | 
|  This item will automatically be transmogrified when you leave the level. thorny mindstar of life (Madness) (7-8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +1.00 Maximum life: +12.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  This item will automatically be transmogrified when you leave the level. hardened leather sling 'Mucuscutter' (Shrouds) Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +7 cold When wielded/worn: Changes stats: +3 Mag Changes resistances: +15% nature Changes damage: +13% cold Critical mult.: +20.00% Vim when firing critical spell: +2.00 Spellpower: +20 (+6 eff.) Damage Shield penetration: +20% Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. | 
|  This item will automatically be transmogrified when you leave the level. Bethiyatira (Madness) (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +12% acid / +3% darkness / +9% blight / +3% mind / +9% nature Changes damage: +20% cold Talent granted: +1 Command Staff Teleport immunity: +20% Maximum life: +20.00 Spellpower: +20 (+6 eff.) Spell crit. chance: +3% Curse of Madness Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. Islomiwyn the yew magestaff (Misfortune) (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+10 eff.) Armour: +8 Damage (Melee): 21 fire Changes resistances: +2% physical Changes damage: +29% arcane Talent granted: +1 Command Staff Critical mult.: +26.00% Mana each turn: +0.16 Maximum mana: +60.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +3% See invisible: +10 Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. | 
|  Staff of Absorption Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+18 eff.) Spellpower: +20 (+6 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. | 
|  This item will automatically be transmogrified when you leave the level. chilling dwarven-steel waraxe (Misfortune) (22-30 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +14 cold Curse of Misfortune One-handed war axes. | 
|  This item will automatically be transmogrified when you leave the level. Cracklewilder the hardened leather belt (Corpses) Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 6 cold Changes stats: +6 Mag / +7 Con Changes resistances penetration: +20% lightning Changes damage: +6% lightning Reduces incoming crit damage: 15.00% Maximum encumbrance: +35 Curse of Corpses A belt that goes around your waist. | 
|  This item will automatically be transmogrified when you leave the level. cleansing hardened leather belt of life (Misfortune) Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% acid / +5% blight Life regen: +1.00 Healing mod.: +16% Curse of Misfortune A belt that goes around your waist. | 
|  This item will automatically be transmogrified when you leave the level. cleansing hardened leather belt of the vagrant (Madness) Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +8% acid / +8% blight Mental save: +7 (+2 eff.) Mindpower: +6 (+2 eff.) Curse of Madness A belt that goes around your waist. | 
|  Guise of the Hated (Corpses) (14 def, 0 armour) Requires: - Level 35 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+7 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+3 eff.) Hate per kill: +5.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Curse of Corpses Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. This item has been sent to the Item's Vault. | 
|  Sunbliss (Corpses) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 lightning Changes stats: +2 Mag / +2 Wil Changes resistances: +9% fire Changes damage: +12% cold Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Gloompride (Shrouds) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 6 blight Changes resistances: +16% light / +7% all Changes resistances penetration: +20% darkness / +5% blight Changes damage: +11% light / +6% darkness Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Poryyatha (Shrouds) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Str / +2 Wil Changes resistances: +9% all Spell save: +18 (+5 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +5.00 Maximum hate: +4.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  This item will automatically be transmogrified when you leave the level. Ivalrassra (Nightmares) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +18% blight Changes resistances penetration: +10% temporal Changes damage: +6% temporal Spell save: +18 (+5 eff.) Stamina each turn: +0.70 Spellpower on spell critical (stacks up to 3 times): +4 Maximum stamina: +27.00 Spellpower: +10 (+3 eff.) Curse of Nightmares A pair of boots made of leather. | 
|  This item will automatically be transmogrified when you leave the level. grounding pair of hardened leather boots of invasion (Corpses) (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Armour: +3 Changes resistances: +6% lightning / +8% temporal Changes resistances penetration: +7% physical Curse of Corpses A pair of boots made of leather. | 
|  This item will automatically be transmogrified when you leave the level. insulating pair of dwarven-steel boots of tirelessness (Corpses) (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +7% fire / +7% cold Stamina each turn: +0.50 Maximum stamina: +16.00 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  This item will automatically be transmogrified when you leave the level. pair of hardened leather boots of force (Nightmares) (0 def, 3 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +3 Spellpower: +2 (+0 eff.) Mindpower: +11 (+2 eff.) Curse of Nightmares A pair of boots made of leather. | 
|  This item will automatically be transmogrified when you leave the level. Yvowyn (Madness) (0 def, 12 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +12 Fatigue: +3% Damage (Melee): 11 light Damage when hit (Melee): 6 physical Changes resistances: +30% cold / +11% light / +5% arcane Changes damage: +8% light Healing mod.: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. | 
|  corrosive hardened leather gloves of magic (+2) (Misfortune) (0 def, 2 armour) Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 acid Changes stats: +2 Mag Changes resistances: +6% acid Changes damage: +3% acid / +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  This item will automatically be transmogrified when you leave the level. Hatharan the hardened leather cap (Madness) (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 49 Changes stats: +4 Cun / +3 Wil Changes resistances: +24% cold / +12% fire Mental save: +18 (+5 eff.) Mindpower: +5 (+1 eff.) Curse of Madness A cap made of leather. | 
|  This item will automatically be transmogrified when you leave the level. Deepsarc (Madness) (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce damage dealt by 39% Damage when hit (Melee): 10 acid Changes resistances: +6% darkness / +19% fire Changes resistances penetration: +10% darkness Changes damage: +3% light / +18% darkness Curse of Madness A suit of armour made of mail. | 
|  This item will automatically be transmogrified when you leave the level. radiant dwarven-steel mail armour (Corpses) (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +3 Wil Changes resistances: +16% blight / +10% darkness Light radius: +2 Curse of Corpses A suit of armour made of mail. | 
|  This item will automatically be transmogrified when you leave the level. Tundralace the hardened leather armour (Nightmares) (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Changes resistances: +5% arcane Changes resistances penetration: +15% cold Changes damage: +9% cold Maximum life: +44.00 Infravision radius: +3 See invisible: +24 Curse of Nightmares A suit of armour made of leather. | 
|  This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour 'Lightningsteel' (Misfortune) (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Effects on melee hit: * 10% chance to reduce armor by 37% Damage when hit (Melee): 4 mind Changes stats: +4 Str / +6 Cun / +3 Wil Changes resistances: +6% lightning / +9% physical / +13% darkness Critical mult.: +10.00% Maximum psi: +40.00 Light radius: +2 Curse of Misfortune It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 6 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. | 
|  This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel plate armour of clarity (Corpses) (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +7% mind / +10% light / +10% darkness Mental save: +13 (+3 eff.) Curse of Corpses A suit of armour made of metal plates. | 
|  This item will automatically be transmogrified when you leave the level. steel plate armour 'Glacierbrace' (Nightmares) (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +12% mind / +25% cold Equilibrium when hit: +0.20 Psi when hit: +0.08 Maximum psi: +50.00 Curse of Nightmares A suit of armour made of metal plates. | 
|  This item will automatically be transmogrified when you leave the level. swashbuckler's steel shield of fire resistance (+20%) (Misfortune) (0 def, 4 armour, 38.5 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +6 (+6 eff.) Armour: +4 Fatigue: +8% Changes stats: +3 Str / +3 Dex Changes resistances: +20% fire Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. | 
|  This item will automatically be transmogrified when you leave the level. Flashraze the quiver of ash arrows (18/18, 35-49 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 35.0 - 49.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +15.5% Capacity: 18 On weapon hit: * 20% chance to reduce armor by 37% On weapon crit: * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 acid / +16 lightning Damage (radius 1) on hit: +20 acid Damage (radius 2) on crit: +20 lightning Arrows are used with bows to pierce your foes to death. | 
|  This item will automatically be transmogrified when you leave the level. quiver of ash arrows of vileness (16/16, 22-31 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.5 - 31.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 16 On weapon hit: * 12% chance to reduce strength, dexterity, and constitution by 27 Damage (Ranged): +12 blight Arrows are used with bows to pierce your foes to death. | 
|  Demonic Soul Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. | 
|  Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
|  This item will automatically be transmogrified when you leave the level. dwarven-steel pickaxe 'Umbrakill' (dig speed 15 turns) Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -12% Effects on melee hit: * 20% chance to reduce damage dealt by 39% Damage when hit (Melee): 4 darkness Changes stats: +6 Str Changes resistances: +6% darkness Changes resistances penetration: +5% darkness Changes damage: +3% lightning / +5% fire / +7% mind Mental save: +8 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Rungof's Fang Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  This item will automatically be transmogrified when you leave the level. emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  This item will automatically be transmogrified when you leave the level. Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. | 
|  This item will automatically be transmogrified when you leave the level. alchemist's lamp 'Thunderbore' Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +9% light / +6% cold / +12% mind / +6% darkness Mental save: +6 (+2 eff.) Blindness immunity: +20% Poison immunity: +20% Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Crystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. | 
|  Prothotipe's Prismatic Eye Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
| PlumpkinPlumpkin Powered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). | 
|  This item will automatically be transmogrified when you leave the level. garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. | 
|  This item will automatically be transmogrified when you leave the level. Strikewasp the steel torque of gale force [power 165] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes resistances: +6% lightning Changes resistances penetration: +10% temporal Changes damage: +6% lightning / +21% nature It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 195 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. | 
|  This item will automatically be transmogrified when you leave the level. extending dwarven-steel torque of mindblast [power 200] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 340 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. | 
|  This item will automatically be transmogrified when you leave the level. Xetta the Nightwrack [power 302] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +18% darkness / +12% fire Changes damage: +12% fire Mana when firing critical spell: +1.00 Maximum mana: +60.00 Spell crit. chance: +1% It can be used to sting an enemy dealing 353 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. | 
|  This item will automatically be transmogrified when you leave the level. extending yew totem of healing [power 254] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 254 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. | 
|  This item will automatically be transmogrified when you leave the level. Galendil the ash wand of clairvoyance [power 10] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +9% lightning Critical mult.: +15.00% Spell save: +6 (+2 eff.) Psi when hit: +0.20 Mindpower: +10 (+2 eff.) It can be used to reveal the area around you, dispelling darkness (radius 10, power 53 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  This item will automatically be transmogrified when you leave the level. extending yew wand of conjuration [power 255] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a magical bolt dealing 329 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  This item will automatically be transmogrified when you leave the level. yew wand of shielding 'Thunderwake' [power 308] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +5% arcane / +12% light Changes resistances penetration: +25% light / +20% arcane Changes damage: +24% lightning It can be used to create a shield absorbing up to 308 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 63. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
Achievements
 Against all odds (Nightmare (Adventure) difficulty)
			Killed Ukruk in the ambush.
			Against all odds (Nightmare (Adventure) difficulty)
			Killed Ukruk in the ambush.By Spooks McDark the Dwarf Doomed level 28
28th Loss 122nd year of Ascendancy at 14:08 see stats
 Catch that Plumpkin! (Nightmare (Adventure) difficulty)
			Finish the Plumpkin event.
			Catch that Plumpkin! (Nightmare (Adventure) difficulty)
			Finish the Plumpkin event.By Spooks McDark the Dwarf Doomed level 29
4th Shortage 122nd year of Ascendancy at 07:18 see stats
 Earth Master (Nightmare (Adventure) difficulty)
			Killed Harkor'Zun.
			Earth Master (Nightmare (Adventure) difficulty)
			Killed Harkor'Zun.By Spooks McDark the Dwarf Doomed level 18
5th Dearth 122nd year of Ascendancy at 00:52 see stats
 Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Spooks McDark the Dwarf Doomed level 21
20th Dearth 122nd year of Ascendancy at 07:06 see stats
 Home sweet home (Nightmare (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Nightmare (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Spooks McDark the Dwarf Doomed level 22
21st Dearth 122nd year of Ascendancy at 05:03 see stats
 Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Spooks McDark the Dwarf Doomed level 10
5th Profit 122nd year of Ascendancy at 08:51 see stats
 Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By Spooks McDark the Dwarf Doomed level 20
5th Dearth 122nd year of Ascendancy at 09:29 see stats
 Level 30 (Nightmare (Adventure) difficulty)
			Got a character to level 30.
			Level 30 (Nightmare (Adventure) difficulty)
			Got a character to level 30.By Spooks McDark the Dwarf Doomed level 30
13rd Iron 123rd year of Ascendancy at 15:08 see stats
 Rescuer of the lost (Nightmare (Adventure) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Nightmare (Adventure) difficulty)
			Rescued the merchant from the assassin lord.By Spooks McDark the Dwarf Doomed level 23
8th Loss 122nd year of Ascendancy at 23:51 see stats
 Savior of the damsels in distress (Nightmare (Adventure) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
			Savior of the damsels in distress (Nightmare (Adventure) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Spooks McDark the Dwarf Doomed level 30
14th Iron 123rd year of Ascendancy at 13:50 see stats
 Size is everything (Nightmare (Adventure) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Nightmare (Adventure) difficulty)
			Did over 1500 damage in one attack.By Spooks McDark the Dwarf Doomed level 29
3rd Shortage 122nd year of Ascendancy at 09:25 see stats
 Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.
			Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.By Spooks McDark the Dwarf Doomed level 19
5th Dearth 122nd year of Ascendancy at 04:54 see stats
 Squadmate (Nightmare (Adventure) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate (Nightmare (Adventure) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By Spooks McDark the Dwarf Doomed level 6
18th Voratun 122nd year of Ascendancy at 19:27 see stats
 The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Spooks McDark the Dwarf Doomed level 10
9th Profit 122nd year of Ascendancy at 19:57 see stats
 Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Spooks McDark the Dwarf Doomed level 25
21st Loss 122nd year of Ascendancy at 20:11 see stats
 Vampire crusher (Nightmare (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Nightmare (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Spooks McDark the Dwarf Doomed level 27
28th Loss 122nd year of Ascendancy at 09:32 see stats
Log
Lore found: Mightier than Gods: Frosat
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 1 turns (stop reason: learnt lore).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Lore found: Mightier than Gods: Uthkal
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 1 turns (stop reason: learnt lore).
You pickup 0.56 gold pieces.
Spooks McDark picks up (r.): Great Caller (Misfortune) (10-11 power, 18 apr, nature damage).
Lore found: Great Caller (Misfortune)
You can read all your collected lore in the game menu, by pressing Escape.
Spooks McDark picks up (Z.): emerald.
New shimmer option unlocked: Great Caller (Misfortune)
Spooks McDark wears (replacing Bloomsoul (Corpses) (8-9 power, 13 apr, nature damage)): Great Caller (Misfortune) (10-11 power, 18 apr, nature damage).
Spooks McDark deactivates Mental Tyranny.
Spooks McDark activates Mental Tyranny.
Spooks McDark deactivates Gesture of Pain.
Spooks McDark activates Gesture of Pain.
Spooks McDark deactivates Psiblades.
Spooks McDark activates Psiblades.
Spooks McDark deactivates Shadows Empathy.
Spooks McDark activates Shadows Empathy.
Spooks McDark deactivates Call Shadows.
Spooks McDark activates Call Shadows.











































































