










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Items Vault 1.7.0Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. 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:
 Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
 Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison.  Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other 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 Roguelike | 
| Sex | Male | 
| Race | Thalore | 
| Class | Wyrmic | 
| Level / Exp | 39 / 36% | 
| Size | medium | 
| Lifes / Deaths | Killed by Polewyn the icy orc wyrmic at level 39 on the 3rd Mirth 123rd year of Ascendancy at 08:59  / 1 | 
Primary Stats
| Strength | 102.78937698818 (base 60) | 
| Dexterity | 48 (base 10) | 
| Constitution | 39 (base 11) | 
| Magic | 11 (base 10) | 
| Willpower | 89.789376988179 (base 60) | 
| Cunning | 55 (base 38) | 
Resources
| Life | -149/1331 | 
| Stamina | 423/423 | 
| Equilibrium | 101 | 
| Healing Factor | 1.2162543368032 | 
| Regeneration | 15.770348130782 | 
Speed
| Mental | +3.45457936283% | 
| Attack | +3.45457936283% | 
| Movement | +22.60995032651% | 
| Spell | +3.45457936283% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 12 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 129 | 
| Accuracy | 56 | 
| Crit Chance | 18% | 
| APR | 21 | 
| Speed | 0.97 | 
Offense: Offhand
| Damage | 31 | 
| Accuracy | 56 | 
| Crit Chance | 28% | 
| APR | 35 | 
| Speed | 0.87 | 
Offense: Spell
| Spellpower | 11 | 
| Crit Chance | 14% | 
| Speed | 0.96660776754295 | 
Offense: Mind
| Mindpower | 76 | 
| Crit Chance | 40% | 
| Speed | 0.96660776754295 | 
Offense: Damage Bonus
| Lightning | +9% | 
| All | 0% | 
| Physical | +46% | 
| Mind | +9% | 
| Nature | +6% | 
Offense: Damage Penetration
| Mind | +20% | 
| Physical | +47% | 
| Fire | +10% | 
| Light | +15% | 
Defense: Base
| Armour (hardiness) | 81.94991468129 (100%) | 
| Defense | 51 | 
| Ranged Defense | 51 | 
| Fatigue | 22 | 
| Physical Save | 45 | 
| Spell Save | 32 | 
| Mental Save | 52 | 
Defense: Resistances
| Acid | + 41%( 70%) | 
| Blight | + 53%( 70%) | 
| Physical | + 27%( 70%) | 
| Cold | + 50%( 70%) | 
| All | + 22%( 70%) | 
| Lightning | + 44%( 70%) | 
| Mind | + 27%( 70%) | 
| Fire | + 48%( 70%) | 
| Nature | + 54%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 68% | 
| Poison Resistance | 20% | 
| Blind Resistance | 25% | 
| Silence Resistance | 38% | 
| Teleport Resistance | 100% | 
| Disarm Resistance | 71% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 50% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 581 life over 5 turns. Its effects scale with your Dexterity stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 153 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat.  | 
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (97% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -772 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1630 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 520 life over 5 turns. Its effects scale with your Willpower stat.  | 
Class Talents
| Technique / Combat techniques | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 5/5 | 
| Wild-gift / Prismatic Aspect | 1.50 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
| Wild-gift / Dragon's Breath | 1.50 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
| Wild-gift / Ice Wyrm | 1.50 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Venom Wyrm | 1.50 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Acid Wyrm | 1.50 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Sand Wyrm | 1.50 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Storm Wyrm | 1.50 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Fire Wyrm | 1.50 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Draconic Body | 1.50 | 
  | 2/5 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
| Wild-gift / Draconic Combat | 1.50 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
Generic Talents
| Wild-gift / Fungus | 1.30 | 
  | 2/5 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
| Wild-gift / Apex Predator | 1.50 | 
  | 2/5 | 
  | 4/5 | 
  | 3/5 | 
  | 4/5 | 
| Technique / Combat training | 1.00 | 
  | 2/5 | 
  | 5/5 | 
  | 0/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Wild-gift / Call of the wild | 1.40 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Harmony | 1.50 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Thalore | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
Prodigies
  | 1/1 | 
Effects
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5.  | done | 
You failed to protect the lost tinker from death by Iseta the cold drake hatchling. Escort: lost tinker (level 2 of Daikara) | failed | 
You failed to protect the lost warrior from death by Arariaseba the rattlesnake. Escort: lost warrior (level 1 of Old Forest) | failed | 
You failed to protect the lost warrior from death by cold drake hatchling. Escort: lost warrior (level 2 of Dreadfell) | failed | 
You failed to protect the repented thief from death by Betada the patchwork troll. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed | 
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.  | active | 
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing.  | 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 upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 598.  | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward.  | done | 
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. 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 | 
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 within6 lumberjacks have died.  | done | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  Sunfiend (0 def, 14 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +13 Str dps ---------- Apr +5 Melee Ret 10 physical ----- def ----- Armour +14 Fatigue +3% Resists +9% fire Silence- +38% Confus- +38% Stun/Frz- +37% ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Around waist |  Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+4 eff.) ----- def ----- Talent.cat+ +0.20 Wild-gift Mind.save +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers.  | 
| Light source |  Eminor the Singewilder1.0 T3 lite [Rare] Master While equipped: dps ---------- Res.pen +10% fire ----- def ----- Armour +12 Defense +15 (+5 eff.) Resists +6% mind +9% nature Crit.dmg- 5.00% Poison- +20% ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head |  Ulerin the Rootbrand (15 def, 4 armour) =7dex=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Dex +4 Wil dps ---------- Crit.mult +10.00% Dmg.mod +6% nature +18% physical ----- def ----- Armour +4 Defense +15 (+5 eff.) Fatigue +4% Resists +10% blight Mind.save +8 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| On hands |  Lustrewish (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +3 Mag +2 Wil +2 Cun dps ---------- Mind.crit +6% Dmg.mod +9% mind Res.pen +15% light Acc +17 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Tool |  Silana the Blasttrial [power 188]  (3/20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Mind.crit +5% Crit.mult +20.00% Dmg.mod +9% lightning Res.pen +20% mind Melee Ret 4 acid ----- def ----- Mind.save +6 (+2 eff.) Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
| On fingers |  Flowercrypt0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +5 (+2 eff.) Acc +10 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +6% nature +4% physical Mind.save +6 (+2 eff.) Confus- +30% ---------- misc Stam/turn +3.00 Rings make your fingers look great!  | 
| On fingers |  steel ring 'Marderab'0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Fatigue -4% Resists +3% lightning Crit.dmg- 5.00% HP.reg +2.00 Stun/Frz- +23% ---------- misc Max.enc +23 Max.hate +8.00 Rings make your fingers look great!  | 
| Around neck |  The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (111). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it.  | 
| In main hand |  Kheledas the voratun longsword (153% power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 153% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 blight +20 mind On Hit: 20% Curse of Death 5 On Hit: 20% Epidemic 5 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 6 While equipped: Stats +3 Dex +5 Con dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +10% physical Apr +3 ----- def ----- Disease- +21% Disarm- +21% ---------- misc Max.stam +10.00 Sharp, long, and deadly.  | 
| Socketed Gems |  quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
| In off hand |  Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors.  | 
| Cloak |  cashmere cloak 'Harykath' (2 def, 9 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +5 (+2 eff.) Dmg.mod +15% physical Acc +25 (+7 eff.) ----- def ----- Armour +9 Defense +2 (+0 eff.) Resists +16% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.6 Pwr.cost 50 out of 41/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 47.58 fire damage in a radius of 4 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields.  | 
Inventory
 healing infusion (heal 59; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 59 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (97% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune (absorb 236; dur 5; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 236 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 stormshield rune of the titan (threshold 43; blocks 4; dur 4; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 43 up to 4 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Taint of Purging (5 turns)0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (97% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability.  | 
 Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet.  | 
 Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.8 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 409 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature.  | 
 Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-3 eff.) Max.HP +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.  | 
 Maneruiran the Earthrupture0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Str +4 Dex dps ---------- Phys.crit +4.0% Phys.pwr +6 (+2 eff.) Phys.spd +10% Dmg.mod +12% nature +7% physical ----- def ----- Armour +10 Die.at -40.00 life Amulets make your neck look great!  | 
 Rimemark =10dex=0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Str +10 Dex +3 Cun dps ---------- Res.pen +25% cold On Hit (Melee): * 20% chance to reduce armor by 16% ---------- misc Infravis +3 Amulets make your neck look great!  | 
 Tundratitan the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +9% cold +18% arcane Res.pen +25% lightning Melee Ret 6 cold ----- def ----- Resists +19% temporal +5% arcane +18% cold Pinning- +32% Knockbk- +23% Amulets make your neck look great!  | 
 copper amulet 'Sootreaper'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +2 Mag +4 Wil dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 33% ---------- misc Light +1 Amulets make your neck look great!  | 
 protective gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +5 Defense +6 (+2 eff.) Res.Cap +4% all Phys.save +18 (+6 eff.) Amulets make your neck look great!  | 
 Duathelsear the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Str +5 Wil +7 Con dps ---------- Mind.crit +8% Phys.pwr +10 (+3 eff.) Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce damage dealt by 33% ----- def ----- Mind.save +18 (+6 eff.) Rings make your fingers look great!  | 
 Frigidshear the copper ring =3dex=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex +4 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +6% cold Acc +6 (+2 eff.) Melee Ret 8 mind Rings make your fingers look great!  | 
 Greenraze0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% arcane +12% nature Res.pen +25% arcane Melee Ret 10 cold On Hit (Melee): * 20% chance to slow global speed by 70% ----- def ----- Max.HP +26.00 Disarm- +24% Pinning- +26% Knockbk- +23% Rings make your fingers look great!  | 
 Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you?  | 
 copper ring 'Poliratta' =21conf=0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% Res.pen +15% physical ----- def ----- Defense +20 (+6 eff.) Mind.save +7 (+2 eff.) Confus- +21% ---------- misc See.Invis +3 Rings make your fingers look great!  | 
 gladiator's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +7 (+2 eff.) Acc +10 (+3 eff.) Apr +7 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 99% 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!  | 
 marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great!  | 
 marksman's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great!  | 
 marksman's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+2 eff.) Acc +6 (+2 eff.) Rings make your fingers look great!  | 
 pixie's gold ring of clarity0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +4 Mag dps ---------- Spell.pwr +8 (+8 eff.) ----- def ----- Mind.save +8 (+2 eff.) Confus- +31% Rings make your fingers look great!  | 
 psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Rings make your fingers look great!  | 
 Skykiss the stralite battleaxe (162% power, 3 apr)3.0 T4 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 163% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +12 darkness +24 cold On Hit.r1 +8 lightning On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +20% darkness Massive two-handed battleaxes.  | 
 Ce'Nivea the dwarven-steel dagger (123% power, 7 apr) =9dex=1.0 T3 dagger 1H weapon [Random Unique] Nature/Master Power 123% Range: 1.3x Uses 40% Wil, 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 nature While equipped: Stats +7 Str +9 Dex +3 Mag +6 Wil +5 Cun +6 Con dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +6% blight +6% temporal +3% nature Mind.save +6 (+2 eff.) Disarm- +27% Stun/Frz- +20% Sharp, short and deadly.  | 
 Genocide (152% power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 152% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc 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.  | 
 Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 161% Range: 1.6x Uses 40% Wil, 129% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts.  | 
 plaguebringer's stralite mace of ruin (142% power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Arcane/Master Power 143% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 4 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 6 While equipped: dps ---------- Phys.crit +9.0% Crit.mult +18.00% Apr +9 ----- def ----- Disease- +22% Blunt and deadly.  | 
 resonating living mindstar of flames (116% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 116% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) All.spd +5% Melee+ 9 fire Dmg.mod +6% mind +14% fire Res.pen +4% mind +7% fire ----- def ----- Resists +7% mind +12% fire Dmg.Resnn +11% ---------- misc Psi/ret +1.10 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.  | 
 yew magestaff of the prodigy (120% power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +9 Mag +14 Wil +11 Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+9 eff.) S.pwr/crit +7 Dmg.mod +20% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 runic voratun steamgun of cold4.0 T5 steamgun 1H weapon Reqs Steam Pool [Ego+] Arcane/Steamtech Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +15 cold On Hit: 10% Arcane Vortex 5 Uses 2.0 Steam While equipped: Stats +4 Mag dps ---------- Spell.pwr +7 (+7 eff.) Dmg.mod +7% arcane +13% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 Eclipseglory the voratun waraxe (166% power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 166% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +15 blight +15 temporal +16 darkness On Hit: * 27% chance to reduce strength, dexterity, and constitution by 6 While equipped: Stats +3 Cun dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 33% ----- def ----- Resists +9% darkness +20% temporal One-handed war axes.  | 
 Nightquencher (104% power, 2 apr) =1dex=3.0 T1 waraxe 1H weapon [Rare] Nature Power 105% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 nature On Hit.r1 +8 darkness While equipped: Stats +1 Dex dps ---------- Dmg.mod +9% darkness On Hit (Melee): * 20% chance to slow global speed by 70% ----- def ----- Resists +3% acid Crit.dmg- 5.00% One-handed war axes.  | 
 Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.  | 
 hardened leather belt 'Xanuyamira' =8dex=1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +8 Dex +8 Cun +14 Lck dps ---------- Dmg.mod +3% blight ----- def ----- Armour +2 Fatigue -7% Spell.save +15 (+8 eff.) Stealth +19 Die.at -20.00 life Poison- +10% ---------- misc T.Disarm +28 Max.enc +28 Infravis +10 A belt that goes around your waist.  | 
 noble's rough leather belt of valiance1.0 T1 belt armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Against +15% Summoned ----- def ----- D.Red.from +16% Summoned Mind.save +5 (+1 eff.) Max.HP +42.00 A belt that goes around your waist.  | 
 Destala's Scales (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect +0.20 Wild-gift/Acid Wyrm On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.4 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally.  | 
 Ragyyon the cashmere cloak (2 def, 0 armour) =4dex=2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +4 Dex +3 Con dps ---------- Dmg.mod +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 41 ----- def ----- Defense +2 (+0 eff.) Spell.save +14 (+7 eff.) Blind- +20% Poison- +20% Disarm- +10% ---------- misc Stam/turn +0.80 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+6 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak.  | 
 linen cloak 'Cyrorin' (1 def, 10 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +6% blight ----- def ----- Armour +10 Defense +1 (+0 eff.) Resists +3% temporal Crit.dmg- 15.00% Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 sunsealed elven-silk robe of power (6 def, 5 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +6 Mag dps ---------- Spell.pwr +16 (+12 eff.) Dmg.mod +12% light +8% all ----- def ----- Armour +5 Defense +6 (+2 eff.) Resists +9% darkness +8% light +15% all Max.HP +48.00 ---------- misc Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 blightbringer's pair of drakeskin leather boots of rushing (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +9 Mag +3 Con dps ---------- Spell.pwr +7 (+7 eff.) Dmg.mod +8% acid +7% blight ----- def ----- Armour +5 Disease- +36% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather.  | 
 fleetfooted pair of hardened leather boots of void walking (7 def, 3 armour) =6dex=2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +6 Dex dps ---------- Res.pen +13% darkness +13% temporal ----- def ----- Armour +3 Defense +7 (+2 eff.) Resists +11% darkness +14% temporal Def/telep +16 Res/telep +13% Dur/telep +17% A pair of boots made of leather.  | 
 Ragodir the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 7 light 5 acid Dmg.mod +5% acid +15% blight +3% light +3% mind Res.pen +20% blight Acc +7 (+2 eff.) ----- def ----- Armour +2 Resists +6% acid +7% darkness +7% light ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 dwarven-steel gauntlets 'Sleetresolve' (0 def, 2 armour) =5dex=1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +12% cold Res.pen +25% acid Acc +19 (+5 eff.) On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Armour +2 Fatigue +3% Resists +6% darkness +15% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Borugrim the Vilereign (0 def, 3 armour) =waterbreathing=2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Cun dps ---------- Crit.mult +10.00% Dmg.mod +3% mind Res.pen +5% nature Melee Ret 4 nature ----- def ----- Armour +3 Fatigue +3% Resists +6% cold ---------- misc Equi/ret +0.04 Psi/ret +0.08 Breathe water A cap made of leather.  | 
 Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.8 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears.  | 
 Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell.  | 
 Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.  | 
 Isluritta the Ashbreacher (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag +5 Wil dps ---------- Phys.crit +4.0% Spell.crit +7% Mind.crit +7% Phys.pwr +18 (+5 eff.) Spell.pwr +19 (+14 eff.) Mind.pwr +19 (+5 eff.) Dmg.mod +6% light Res.pen +5% fire Melee Ret 10 fire ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +14% lightning +22% cold +8% arcane +12% fire Spell.save +16 (+8 eff.) A suit of armour made of mail.  | 
 fearforged voratun mail armour of delving (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +7 Str +8 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +19% Resists +10% physical +9% fire +23% darkness -17% light Phys.save +6 (+2 eff.) Spell.save +7 (+4 eff.) Mind.save +9 (+3 eff.) ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail.  | 
 Zubith the Hailhunter (36 def, 8 armour) =7dex=9.0 T5 light armor [Rare] Master While equipped: Stats +5 Str +7 Dex +4 Mag dps ---------- Mov.spd +20% Dmg.mod +18% cold ----- def ----- Armour +8 Defense +36 (+11 eff.) Fatigue +8% ---------- misc Light +2 Infravis +3 See.Invis +15 A suit of armour made of leather.  | 
 Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+3 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater.  | 
 flaming voratun shield of fire resistance (+27%) (0 def, 10 armour, 180% power, 201 block)7.0 T5 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 181% Range: 1.2x Uses 40% Wil, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +201 On Hit.r1 +14 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 12 fire ----- def ----- Armour +10 Fatigue +8% Resists +27% fire ---------- misc Talents +1 Block Handheld deflection devices.  | 
 5 agate0.0 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.  | 
 673 alchemist agate0.0 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.  | 
 5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 3 opal0.0 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.  | 
 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 dream-smith's dwarven-steel pickaxe (dig speed 14 turns)3.0 T3 digger tool [Ego+] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +8% mind +8% fire ----- def ----- Mind.save +8 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood.  | 
 Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic.  | 
 4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 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.  | 
 brass lantern 'Lisuna'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Defense +15 (+5 eff.) Resists +6% temporal +5% arcane +3% mind Max.HP +43.00 Poison- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
 Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 18 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.  | 
 Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself.  | 
 Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord.  | 
 Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.  | 
 Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 ruby0.0 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.  | 
 Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Transmogrification Chest2.0 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.  | 
 barbed pouch of stralite shots of grasping (21/21, 164% power, 5 apr)3.0 T4 shot ammo [Ego++] Nature/Master Power 165% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 21 On Hit: * 20% chance to create vines that bind the target to the ground dealing 284 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death.  | 
 Eremasamas [power 296]  (3/15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% temporal ----- def ----- Resists +9% acid +3% mind +9% blight Die.at -40.00 life Heal.mod +15% Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power.  | 
 10 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.  | 
 4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			A dangerous secret (Insane (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By Tines the Thalore Wyrmic level 39
79th Pyre 123rd year of Ascendancy at 21:02 see stats
			A different point of view (Insane (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Tines the Thalore Wyrmic level 28
3rd Regrowth 123rd year of Ascendancy at 10:25 see stats
			Against all odds (Insane (Roguelike) difficulty)
			Killed Ukruk in the ambush.By Tines the Thalore Wyrmic level 38
77th Pyre 123rd year of Ascendancy at 20:56 see stats
			Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
			Killed Borius in the Bearscape.By Tines the Thalore Wyrmic level 33
32nd Pyre 123rd year of Ascendancy at 00:15 see stats
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Tines the Thalore Wyrmic level 11
2nd Summertide 122nd year of Ascendancy at 06:49 see stats
			Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Tines the Thalore Wyrmic level 33
45th Pyre 123rd year of Ascendancy at 11:56 see stats
			Earth Master (Insane (Roguelike) difficulty)
			Killed Harkor'Zun.By Tines the Thalore Wyrmic level 28
7th Regrowth 123rd year of Ascendancy at 08:37 see stats
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Tines the Thalore Wyrmic level 24
64th Haze 122nd year of Ascendancy at 15:03 see stats
			Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Tines the Thalore Wyrmic level 31
25th Regrowth 123rd year of Ascendancy at 17:32 see stats
			Fear me not! (Insane (Roguelike) difficulty)
			Survived the Fearscape!By Tines the Thalore Wyrmic level 33
54th Pyre 123rd year of Ascendancy at 01:06 see stats
			Home sweet home (Insane (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tines the Thalore Wyrmic level 28
3rd Regrowth 123rd year of Ascendancy at 09:59 see stats
			Huge Appetite (Insane (Roguelike) difficulty)
			Ate 20 bosses.By Tines the Thalore Wyrmic level 28
3rd Regrowth 123rd year of Ascendancy at 02:02 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Tines the Thalore Wyrmic level 10
2nd Mirth 122nd year of Ascendancy at 17:13 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Tines the Thalore Wyrmic level 20
26th Haze 122nd year of Ascendancy at 20:42 see stats
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By Tines the Thalore Wyrmic level 30
9th Regrowth 123rd year of Ascendancy at 23:02 see stats
			Myths of an age past (Insane (Roguelike) difficulty)
			Learned all there is to learn about the Gods and the Godslayers.By Tines the Thalore Wyrmic level 28
3rd Regrowth 123rd year of Ascendancy at 10:25 see stats
			Rescuer of the lost (Insane (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Tines the Thalore Wyrmic level 31
54th Regrowth 123rd year of Ascendancy at 01:41 see stats
			Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Tines the Thalore Wyrmic level 35
67th Pyre 123rd year of Ascendancy at 09:16 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Tines the Thalore Wyrmic level 22
57th Haze 122nd year of Ascendancy at 13:47 see stats
			That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Tines the Thalore Wyrmic level 39
3rd Mirth 123rd year of Ascendancy at 08:35 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Tines the Thalore Wyrmic level 10
3rd Mirth 122nd year of Ascendancy at 12:40 see stats
			The Legend of Garkul (Insane (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By Tines the Thalore Wyrmic level 28
3rd Regrowth 123rd year of Ascendancy at 10:25 see stats
			The Right thing to do (Insane (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Tines the Thalore Wyrmic level 31
27th Pyre 123rd year of Ascendancy at 05:13 see stats
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Tines the Thalore Wyrmic level 11
8th Flare 122nd year of Ascendancy at 02:54 see stats
			Thralless (Insane (Roguelike) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.By Tines the Thalore Wyrmic level 31
26th Pyre 123rd year of Ascendancy at 08:36 see stats
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Tines the Thalore Wyrmic level 24
6th Allure 123rd year of Ascendancy at 14:48 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Tines the Thalore Wyrmic level 17
6th Haze 122nd year of Ascendancy at 14:45 see stats
			Vampire crusher (Insane (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Tines the Thalore Wyrmic level 38
76th Pyre 123rd year of Ascendancy at 14:07 see stats
Log
Talent Rune: Shatter Afflictions is ready to use.
Silotta the orc cryomancer activates Hymn of Shadows.
Silotta the orc cryomancer deactivates Hymn of Perseverance.
Silotta the orc cryomancer casts Moonlight Ray.
Silotta the orc cryomancer hits Tines for 202 darkness damage.
Silotta the orc cryomancer calms down.
Polewyn the icy orc wyrmic activates his totem!
Tines is poisoned!
Tines HEALS from  nature  damage!
Polewyn the icy orc wyrmic hits Tines for 25 nature, 14 healing (25 total damage) [14 healing].
Tines gains 0% of a turn from Ancestral Life.
Silotta the orc cryomancer's light area effect hits Tines for 90 light damage.
Talent Rune: Blink is ready to use.
Talent Confounding Roar is ready to use.
Tines HEALS from  nature  damage!
Insidious Poison from Polewyn the icy orc wyrmic hits Tines for 25 nature, 9 healing (25 total damage) [9 healing].
Tines gains 0% of a turn from Ancestral Life.
Tines casts Rune: Blink.
Tines is out of phase.
Silotta the orc cryomancer uses Pride of the Orcs.
Silotta the orc cryomancer receives 197 healing from Pride of the Orcs.
Islotta the orc archer uses Battle Call.
Polewyn the icy orc wyrmic uses Mucus.
Polewyn the icy orc wyrmic breathes ice!
Polewyn the icy orc wyrmic roars triumphantly.
Tines resists the freeze!
Polewyn the icy orc wyrmic hits Tines for 124 cold damage.
Tines the level 39 thalore wyrmic was frozen to death by Polewyn the icy orc wyrmic on level 1 of Lost Dwarven Kingdom of Reknor.























































































































