










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 | 28 / 93% | 
| Size | medium | 
| Lifes / Deaths | Killed by Xerovea the elven blood mage at level 28 on the 79th Dusk 122nd year of Ascendancy at 14:14  / 1 | 
Primary Stats
| Strength | 87.789376988179 (base 60) | 
| Dexterity | 27 (base 10) | 
| Constitution | 32 (base 11) | 
| Magic | 8 (base 10) | 
| Willpower | 85.789376988179 (base 55) | 
| Cunning | 18 (base 10) | 
Resources
| Life | -405/1222 | 
| Mana | 26/641 | 
| Stamina | 404/404 | 
| Equilibrium | 126 | 
| Healing Factor | 1.1724420161896 | 
| Regeneration | 20.658221005745 | 
Speed
| Mental | +12.90723440879% | 
| Attack | +2.90723440879% | 
| Movement | +11.09386761032% | 
| Spell | +2.90723440879% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
| See Stealth | 10 | 
| See Invisible | 10 | 
Offense: Mainhand
| Damage | 123 | 
| Accuracy | 47 | 
| Crit Chance | 24% | 
| APR | 7 | 
| Speed | 0.89 | 
Offense: Spell
| Spellpower | 8 | 
| Crit Chance | 3% | 
| Speed | 0.97174897930654 | 
Offense: Mind
| Mindpower | 68 | 
| Crit Chance | 3% | 
| Speed | 0.97174897930654 | 
Offense: Damage Bonus
| Physical | +11% | 
| Acid | +11% | 
| Nature | +9% | 
| All | 0% | 
Offense: Damage Penetration
| Darkness | +20% | 
| Physical | +27% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 33.359375075738 (50.65183292883%) | 
| Defense | 37 | 
| Ranged Defense | 37 | 
| Fatigue | 0 | 
| Physical Save | 37 | 
| Spell Save | 38 | 
| Mental Save | 43 | 
Defense: Resistances
| Acid | + 34%( 70%) | 
| Blight | + 26%( 70%) | 
| Physical | + 20%( 70%) | 
| Cold | + 26%( 70%) | 
| All | + 15%( 70%) | 
| Lightning | + 19%( 70%) | 
| Light | + 20%( 70%) | 
| Temporal | + 25%( 70%) | 
| Mind | + 20%( 70%) | 
| Darkness | + 23%( 70%) | 
| Fire | + 26%( 70%) | 
| Nature | + 24%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 27% | 
| Poison Resistance | 50% | 
| Blind Resistance | 45% | 
| Silence Resistance | 61% | 
| Bleed Resistance | 20% | 
| Disarm Resistance | 32% | 
| Pinning Resistance | 40% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 74% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 531 life over 5 turns. Its effects scale with your Willpower stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat.  | 
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (97% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Strength 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 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 Cunning stat.  | 
Class Talents
| Technique / Combat techniques | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Prismatic Aspect | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 3/5 | 
| Wild-gift / Dragon's Breath | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
| Wild-gift / Ice Wyrm | 1.30 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Venom Wyrm | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Acid Wyrm | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Sand Wyrm | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Storm Wyrm | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Fire Wyrm | 1.30 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Draconic Body | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 2/5 | 
  | 1/5 | 
| Wild-gift / Draconic Combat | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
Generic Talents
| Wild-gift / Fungus | 1.10 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Wild-gift / Apex Predator | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 3/5 | 
  | 1/5 | 
| Technique / Combat training | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
| Wild-gift / Call of the wild | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Wild-gift / Harmony | 1.10 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Thalore | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
Prodigies
  | 1/1 | 
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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.  | active | 
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)).  | done | 
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)).  | done | 
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)).  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | 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: 189.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population.  | active | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed warg claw. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.'  | active | 
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice.  | active | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died.  | done | 
Equipment
| On feet |  undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Silence- +31% Confus- +27% Stun/Frz- +23% ---------- misc Stam/turn +0.60 Max.stam +24.00 A pair of boots made of leather.  | 
| Light source |  Corruptionscar the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +9% nature +3% physical On Hit (Melee): * 20% chance to slow global speed by 67% * 20 arcane resource burn ----- def ----- Resists +9% temporal Phys.save +3 (+2 eff.) Max.HP +44.00 ---------- 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.  | 
| On head |  rough leather cap 'Ce'Narewe' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +6% mind Die.at -60.00 life Max.HP +20.00 Poison- +20% Silence- +10% A cap made of leather.  | 
| On hands |  heroic hardened leather gloves (0 def, 6 armour)1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +6 Mind.save +5 (+1 eff.) Max.HP +43.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Tool |  ash totem of healing 'Harohell' [power 200]  (15/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: ----- def ----- Die.at -80.00 life Max.HP +20.00 HP.reg +4.00 Cut- +20% Silence- +20% Disarm- +10% Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers |  Belidhema0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Resists +6% nature +6% blight Mind.save +12 (+4 eff.) Max.HP +20.00 HP.reg +2.00 Poison- +10% Disease- +13% Disarm- +22% Pinning- +20% Stun/Frz- +26% Knockbk- +24% ---------- misc Max.hate +4.00 Rings make your fingers look great!  | 
| On fingers |  Gloremita0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +11% acid ----- def ----- Resists +22% acid +1% physical Spell.save +11 (+4 eff.) Max.HP +40.00 Pinning- +20% ---------- misc Max.stam +10.00 Rings make your fingers look great!  | 
| Around waist |  Flashravager1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Wil ----- def ----- Defense +15 (+6 eff.) Resists +6% light +3% temporal Spell.save +3 (+2 eff.) Mind.save +6 (+2 eff.) Max.HP +44.00 Blind- +20% ---------- misc Light +3 A belt that goes around your waist.  | 
| In main hand |  Flowerripper (148% power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Nature/Master Power 149% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +20 nature On Crit: * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Str +10 Dex +14 Wil +14 Con dps ---------- Phys.crit +13.0% Phys.pwr +13 (+4 eff.) Phys.spd +10% Acc +19 (+6 eff.) ----- def ----- Max.HP +49.00 Massive two-handed swords.  | 
| 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.  | 
| Main armor |  Unlightbraze (9 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: Stats +6 Cun dps ---------- Phys.crit +5.0% Crit.mult +16.00% Phys.pwr +8 (+2 eff.) Res.pen +20% darkness Melee Ret 6 darkness ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Die.at -80.00 life Max.HP +80.00 HP.reg +4.00 Poison- +20% Disease- +20% A suit of armour made of leather.  | 
| Cloak |  Unlightbraze the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Crit.mult +5.00% Acc +5 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +9% darkness +2% physical Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see...  | 
Inventory
 regeneration infusion of the warrior (heal 379; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 379 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 shielding rune (absorb 157; dur 3; 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 157 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 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 2.4 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 352 (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.  | 
 Xuldathra the gold amulet =5dex/10con=0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +7 Cun +10 Con +9 Lck dps ---------- Mov.spd +10% Dmg.mod +9% mind +3% temporal Res.pen +15% temporal Acc +8 (+2 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +10 (+4 eff.) Fatigue -5% Resists +6% temporal Unseen.red 12% HP.reg +1.00 ---------- misc Stam/turn +0.80 Amulets make your neck look great!  | 
 Yarakhad the Kindlestalker0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Fatigue -5% Resists +12% lightning +14% temporal +5% arcane HP.reg +2.00 Pinning- +26% Stun/Frz- +24% Knockbk- +22% Amulets make your neck look great!  | 
 insulating stralite amulet of perfection (0.30 Wild-gift / Prismatic Aspect,0.30 Technique / Two-handed assault)0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +21% fire +22% cold ---------- misc Masteries +0.30 Technique/Two-handed assault +0.30 Wild-gift/Prismatic Aspect Amulets make your neck look great!  | 
 Bethuyatta the Woewrecker0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Res.pen +10% darkness ----- def ----- Resists +3% acid Mind.save +6 (+2 eff.) Cut- +10% Confus- +20% Rings make your fingers look great!  | 
 Blizzardserpent the steel ring =4dex=0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.crit +3.0% Phys.pwr +20 (+5 eff.) Dmg.mod +12% nature Melee Ret 8 nature ----- def ----- Resists +24% nature +12% cold ---------- misc Stam/turn +2.00 Rings make your fingers look great!  | 
 Isliwen the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% light Melee Ret 2 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Defense +5 (+3 eff.) Resists +22% light +3% temporal Silence- +10% Rings make your fingers look great!  | 
 Tidestake0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Str +2 Wil ----- def ----- Defense +5 (+3 eff.) Resists +9% blight Mind.save +4 (+1 eff.) Heal.mod +5% 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 of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+1 eff.) Confus- +23% Rings make your fingers look great!  | 
 copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings make your fingers look great!  | 
 gladiator's steel ring of misery0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +2 Cun +5 Con dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 9 physical Ranged+ 5 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 38 On Hit (Ranged): * 11% chance to reduce all saves and defense by 38 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great!  | 
 marksman's copper ring of frost (+22%) =3dex=0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% cold Acc +6 (+2 eff.) ----- def ----- Resists +22% cold Rings make your fingers look great!  | 
 Zubagakira (138% power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Master Power 138% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +12 fire On Hit: * 10% chance to reduce all saves and defense by 38 On Crit: * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +12 (+3 eff.) Res.pen +10% mind +9% all Acc +16 (+5 eff.) Apr +12 On Hit (Melee): * 20% chance to reduce all saves and defense by 38 ----- def ----- Resists +12% mind Massive two-handed battleaxes.  | 
 flaming dwarven-steel battleaxe of massacre (151% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane/Master Power 152% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +12 fire Massive two-handed battleaxes.  | 
 Isawyn (136% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Rare] Master Power 137% Range: 1.3x Uses 40% Wil, 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +11.0% Atk.spd 100% Melee+ +20 physical On Hit.r1 +12 physical On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Str +4 Con dps ---------- Phys.crit +13.0% Acc +10 (+3 eff.) ---------- misc Stam/turn +3.00 Max.hate +4.00 Sharp, short and deadly.  | 
 Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 40% Wil, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it!  | 
 enhanced elven-wood longbow of dexterity (+14)4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego+] Nature/Master Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +14 Str +19 Dex +15 Mag +12 Wil +11 Cun +14 Con dps ---------- Res.pen +11% physical Longbows are used to shoot arrows at your foes.  | 
 swiftstrike dragonbone longbow of true flight4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego++] Master Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% While equipped: Stats +6 Cun dps ---------- Phys.crit +14.0% Phys.spd +10% Acc +17 (+5 eff.) Longbows are used to shoot arrows at your foes.  | 
 resonating living mindstar (114% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 114% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind 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.) Dmg.mod +6% mind Res.pen +4% mind ----- def ----- Resists +6% mind Dmg.Resnn +15% ---------- 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.  | 
 Bolbum's Big Knocker (176% power, 10 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 38 [Unique] Arcane Power 176% Range: 1.2x Uses 140% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+12 eff.) Dmg.mod +20% physical Acc +7 (+2 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.0 Pwr.cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after.  | 
 penetrating dwarven-steel steamgun4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Arcane/Steamtech Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +10% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 Baleg the Blastrage1.0 T3 belt armor [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Mind.crit +4% Crit.mult +20.00% Dmg.mod +6% mind Res.pen +10% lightning ----- def ----- Fatigue -5% ---------- misc Max.enc +32 Hate/m.crit +5.00 A belt that goes around your waist.  | 
 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.  | 
 rough leather belt of burglary =4dex=1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Dex +3 Cun +6 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +5 Infravis +3 A belt that goes around your waist.  | 
 Tideviper (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Dmg.mod +9% mind +30% cold Res.pen +15% cold +15% nature +25% mind On Hit (Melee): * 20% chance to slow global speed by 67% ----- def ----- Defense +2 (+1 eff.) Resists +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 cashmere cloak 'Bilecast' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +16% darkness +15% nature Res.pen +20% acid +10% darkness +25% nature Melee Ret 6 nature ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness +5% arcane Stealth +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+5 eff.) Resists +25% nature +13% all Phys.save +15 (+6 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties.  | 
 Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+5 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 44.21 to 55.26 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force.  | 
 mindwoven silk robe of time (+18%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +4 (+1 eff.) Dmg.mod +18% temporal ----- def ----- Resists +13% all +18% temporal Mind.save +21 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Eilinulaith the Arcreek (0 def, 5 armour) =7dex/3con=2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +7 Dex +6 Mag +3 Wil +3 Con +12 Lck dps ---------- Spell.crit +4% Spell.pwr +15 (+13 eff.) Dmg.mod +18% lightning +3% arcane ----- def ----- Armour +5 Stealth +11 ---------- misc Mana/turn +0.60 Max.mana +45.00 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 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.  | 
 Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light.  | 
 grounding pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +8% temporal Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 miner's pair of dwarven-steel boots of invasion (0 def, 6 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +4 (+1 eff.) Res.pen +8% physical ----- def ----- Armour +6 Fatigue +3% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence.  | 
 radiant drakeskin leather gloves of magic (+3) (0 def, 3 armour)1.0 T4 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 13 light Dmg.mod +7% arcane +5% light ----- def ----- Armour +3 Resists +9% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Dagerebar the Dazzlewilder (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +12 Str +4 Wil +4 Cun +4 Con dps ---------- Phys.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) Res.pen +10% arcane +25% light ----- def ----- Armour +5 Fatigue +5% ---------- misc Light +3 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 287.1 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather.  | 
 Dourstrike (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 38 * 10% chance to reduce armor by 13% * 20% chance to reduce damage dealt by 31% ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Lisitta the Kindlebrawn (0 def, 4 armour) =4dex=3.0 T3 head armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Dex +4 Mag +5 Wil +5 Con dps ---------- Spell.crit +2% Dmg.mod +5% blight +7% arcane +6% light Res.pen +10% temporal ----- def ----- Armour +4 Fatigue +4% Resists +6% light ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Lorovon the dwarven-steel helm (0 def, 4 armour) =11con=3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Dex +3 Cun +11 Con dps ---------- S.pwr/crit +4 Dmg.mod +9% blight Apr +5 ----- def ----- Armour +4 Fatigue +4% Resists +6% blight Def/telep +15 Res/telep +15% Dur/telep +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Ragaremnir the Growblow (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +25% nature ----- def ----- Defense +2 (+1 eff.) Resists +21% acid +12% temporal +9% fire +6% nature +23% cold HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly...  | 
 hardened leather cap 'Elenizilaleg' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Dmg.mod +15% arcane Melee Ret 6 acid ----- def ----- Armour +3 Fatigue +3% Resists +7% blight +12% cold +5% arcane Mind.save +11 (+3 eff.) ---------- misc Breathe water A cap made of leather.  | 
 Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+6 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 70.36 to 211.09 lightning damage (140.73 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck.  | 
 cleansing drakeskin leather armour of fire resistance (20 def, 8 armour)9.0 T5 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +20 (+8 eff.) Fatigue +8% Resists +19% blight +18% fire +20% nature A suit of armour made of leather.  | 
 Pitchstreak (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +6 Str +4 Cun +6 Con dps ---------- Crit.mult +10.00% Dmg.mod +12% mind Melee Ret 8 darkness ----- def ----- Armour +13 Fatigue +22% Resists +15% blight Max.HP +80.00 ---------- misc Max.hate +6.00 A suit of armour made of metal plates.  | 
 The Titan's Quiver (18/18, 174% power, 20 apr)3.0 T5 arrow ammo [Unique] Master Power 174% Range: 1.4x Uses 40% Wil, 50% Dex, 70% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen.  | 
 7 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.  | 
 2 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.  | 
 5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 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.  | 
 4 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.  | 
 2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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.  | 
 Mardofang (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +1 Cun +8 Str ----- def ----- Armour +4 Defense +6 (+3 eff.) Resists +6% nature +7% physical Spell.save +9 (+4 eff.) Heal.mod +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 9 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.  | 
 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Neroldanor the alchemist's lamp =2dex=1.0 T3 lite [Rare] Arcane While equipped: Stats +2 Dex +4 Mag dps ---------- Dmg.mod +24% acid Melee Ret 18 fire ----- def ----- Resists +8% fire Crit.dmg- 10.00% ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 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 16 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.  | 
 Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.  | 
 Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 7 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.  | 
 pouch of dwarven-steel shots of corruption (6/21, 138% power, 3 apr)3.0 T3 shot ammo [Ego+] Arcane Power 138% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 On Hit: 20% Curse of Impotence 3 Shots are used with slings to pummel your foes to death.  | 
 Chalentir the elm totem of summon tentacle [power 100]  (15/25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind Apr +2 ----- def ----- Defense +20 (+8 eff.) Crit.dmg- 5.00% Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 220 Base Damage: 101 Armor: 0 All Resist: 0 Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power.  | 
 Giwe [power 270]  (15/25 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- S.pwr/crit +10 Dmg.mod +15% blight Res.pen +10% blight ----- def ----- HP.reg +4.00 Heal.mod +15% Disarm- +20% ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 780 Base Damage: 309 Armor: 29 All Resist: 14 Puts all charms on 25 cooldown 100% to heal for 74. Natural totems are made by powerful wilders to store nature power.  | 
 elm totem of healing 'Adeyanne' [power 122]  (15/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Acc +15 (+5 eff.) ----- def ----- Defense +20 (+8 eff.) Resists +3% blight Max.HP +20.00 Heal.mod +10% Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power.  | 
 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.  | 
 3 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.  | 
 8 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.  | 
 3 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.  | 
 6 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 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 24
49th Dusk 122nd year of Ascendancy at 12:35 see stats
			Bringer of Doom (Insane (Roguelike) difficulty)
			Killed a Bringer of Doom.By Tines the Thalore Wyrmic level 25
60th Dusk 122nd year of Ascendancy at 05:53 see stats
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Tines the Thalore Wyrmic level 11
1st Flare 122nd year of Ascendancy at 09:20 see stats
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Tines the Thalore Wyrmic level 23
46th Dusk 122nd year of Ascendancy at 07:05 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 24
49th Dusk 122nd year of Ascendancy at 12:11 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Tines the Thalore Wyrmic level 10
3rd Mirth 122nd year of Ascendancy at 03:02 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Tines the Thalore Wyrmic level 20
40th Dusk 122nd year of Ascendancy at 01:49 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 24
49th Dusk 122nd year of Ascendancy at 12:35 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Tines the Thalore Wyrmic level 24
59th Dusk 122nd year of Ascendancy at 12:22 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Tines the Thalore Wyrmic level 10
3rd Mirth 122nd year of Ascendancy at 19:34 see stats
			The Legend of Garkul (Insane (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By Tines the Thalore Wyrmic level 24
49th Dusk 122nd year of Ascendancy at 12:35 see stats
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Tines the Thalore Wyrmic level 11
1st Dusk 122nd year of Ascendancy at 20:55 see stats
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Tines the Thalore Wyrmic level 23
47th Dusk 122nd year of Ascendancy at 07:04 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Tines the Thalore Wyrmic level 16
23rd Dusk 122nd year of Ascendancy at 06:05 see stats
Log
Tines uses Sudden Growth.
Tines gains 9% of a turn from Ancestral Life.
Tines receives 307 healing from Sudden Growth.
Xerovea the elven blood mage casts Blood Grasp.
Your shield crumbles under the damage!
The shield around Tines crumbles.
Xerovea the elven blood mage's Blood Grasp hits Tines for (108 absorbed), 15 blight (15 total damage).
Xerovea the elven blood mage receives 3 healing from Xerovea the elven blood mage's Blood Grasp.
Tines spits energy!
Tines hits Xerovea the elven blood mage for 139 physical damage.
Xerovea the elven blood mage casts Timeless.
Xerovea the elven blood mage uses Heartseeker.
Xerovea the elven blood mage performs a melee critical strike against Tines!
Melee retaliation hits Xerovea the elven blood mage for 25 cold, 5 darkness, 25 cold, 5 darkness, 25 cold, 5 darkness, 25 cold, 5 darkness (121 total damage).
Spring Attack hits Tines for 126 physical, 6 mind, 7 temporal, 113 physical (252 total damage).
Xerovea the elven blood mage hits Tines for 615 physical, 6 mind, 7 temporal, 138 physical (766 total damage).
Talent Nature's Pride is ready to use.
Talent Confounding Roar is ready to use.
Tines activates his ash totem of healing 'Harohell'!
Tines gains 7% of a turn from Ancestral Life.
Tines receives 234 healing.
Xerovea the elven blood mage uses Flurry.
Xerovea the elven blood mage performs a melee critical strike against Tines!
Xerovea the elven blood mage performs a melee critical strike against Tines!
Xerovea the elven blood mage performs a melee critical strike against Tines!
Melee retaliation hits Xerovea the elven blood mage for 25 cold, 5 darkness, 25 cold, 5 darkness, 25 cold, 5 darkness, 25 cold, 5 darkness, 25 cold, 5 darkness, 25 cold, 5 darkness (181 total damage).
Xerovea the elven blood mage hits Tines for 366 physical, 11 mind, 7 temporal, 227 physical (612 total damage).
Tines the level 28 thalore wyrmic was cleaved to death by Xerovea the elven blood mage on level 5 of Dark crypt.











































































































