













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 | 
| Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default.  This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! The Auto Attack Key 1.3.1Auto attack key. Pressing a bindable key (default "x") causes the your character to take an automated combat action for 1 turn. No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Enhanced Object Compare 1.5.0Improves the "Press  
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.5.10This 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 Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game | 
| Campaign | Maj'Eyal | 
| Mode | Madness Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Adventurer | 
| Level / Exp | 43 / 65% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded/ 0 | 
Primary Stats
| Strength | 87 (base 60) | 
| Dexterity | 126 (base 60) | 
| Constitution | 60 (base 60) | 
| Magic | 12 (base 12) | 
| Willpower | 18 (base 12) | 
| Cunning | 82 (base 60) | 
Resources
| Life | 15204/15204 | 
| Stamina | 734/734 | 
| Healing Factor | 1.5160869565217 | 
| Regeneration | 164.30526061623 | 
Speed
| Mental | +200% | 
| Attack | +200% | 
| Movement | +220% | 
| Spell | +200% | 
| Global | +310% | 
Vision
| Sight | 15 | 
| Lite | -992 | 
| Infravision | 12 | 
| See Stealth | 79.573311677782 | 
| See Invisible | 95.573311677782 | 
| Stealth | 63.683964490246 | 
Offense: Mainhand
| Damage | 256 | 
| Accuracy | 109 | 
| Crit Chance | 37% | 
| APR | 201 | 
| Speed | 0.27 | 
Offense: Spell
| Spellpower | 33 | 
| Crit Chance | 26% | 
| Speed | 0.33333333333333 | 
| Cooldown Reduction | 81.9 | 
Offense: Mind
| Mindpower | 76 | 
| Crit Chance | 31% | 
| Speed | 0.33333333333333 | 
Offense: Damage Bonus
| Acid | +84% | 
| Blight | +90% | 
| Arcane | +93% | 
| Cold | +84% | 
| Lightning | +99% | 
| Darkness | +84% | 
| Light | +84% | 
| Temporal | +84% | 
| Physical | +102% | 
| Mind | +93% | 
| Fire | +84% | 
| Nature | +84% | 
Offense: Damage Penetration
| Acid | +95% | 
| Blight | +95% | 
| Arcane | +105% | 
| Cold | +95% | 
| All | +11% | 
| Mind | +100% | 
| Lightning | +95% | 
| Light | +95% | 
| Temporal | +95% | 
| Physical | +140% | 
| Darkness | +95% | 
| Fire | +95% | 
| Nature | +141% | 
Defense: Base
| Armour (hardiness) | 159 (100%) | 
| Defense | 91 | 
| Ranged Defense | 95 | 
| Fatigue | 0 | 
| Physical Save | 162 | 
| Spell Save | 156 | 
| Mental Save | 153 | 
Defense: Resistances
| Acid | +100%(100%) | 
| Blight | +100%(100%) | 
| Arcane | +100%(100%) | 
| Cold | +100%(100%) | 
| All | +104%(100%) | 
| Mind | +100%(100%) | 
| Lightning | +100%(100%) | 
| Light | +100%(100%) | 
| Temporal | +100%(100%) | 
| Physical | +100%(100%) | 
| Darkness | +100%(100%) | 
| Fire | +100%(100%) | 
| Nature | +100%(100%) | 
Defense: Immunities
| Stun Resistance | 55% | 
| Confusion Resistance | 55% | 
| Poison Resistance | 15% | 
| Blind Resistance | 18% | 
| Silence Resistance | 5% | 
| Bleed Resistance | 25% | 
| Disarm Resistance | 10% | 
| Pinning Resistance | 37% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 38% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 416 damage for 5 turns. Its effects scale with your Constitution stat. | 
| Infusions | Effective talent level: 1.0Infusion: Heroism Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 10 turns. While Heroism is active, you will only die when reaching -923 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use 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 501 life over 5 turns. Its effects scale with your Magic stat. | 
Class Talents
| Cunning / Tactical | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Sniper | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Cunning / Stealth | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Munitions | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Archery training | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Archery prowess | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Combat veteran | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Cunning / Artifice | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Throwing knives | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Cunning / Poisons | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Assassination | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Reflexes | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Cunning / Lethality | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Marksmanship | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
Generic Talents
| Cunning / Survival | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Combat training | 1.20 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Cunning / Scoundrel | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Thuggery | 1.20 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Conditioning | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Mobility | 1.20 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Quickdraw | 
| talent | Intuitive Shots | 
| talent | Volatile Poison | 
| talent | Stealth | 
| talent | Lacerating Strikes | 
| talent | Concealment | 
| talent | Daunting Presence | 
| talent | Apply Poison | 
| talent | Piercing Ammunition | 
| talent | Aim | 
| talent | Numbing Poison | 
| talent | Trained Reactions | 
| beneficial effect | Improves senses, allowing the detection of unseen things.Sensing | 
| beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 48%.Concealment | 
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 10.2 and stamina regeneration by 2.8.Soothing Darkness | 
| beneficial effect | Has 9 throwing knives prepared:9 Knives Range: 7 Net Damage: 197 - 276 Accuracy: 126 (knife) APR: 195 Crit Chance: +57% Crit mult: 258% Uses Stats: 50% Cun, 70% Dex | 
| beneficial effect | Countering melee attacks: Has a 52% chance to get an automatic counter attack when avoiding a melee attack. (2.1 counters remaining)Counter Attacking | 
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff In its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | active | 
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You failed to protect the injured seer from death by Nerelebeth the hornet swarm.Escort: injured seer (level 2 of Old Forest) | failed | 
| You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest.Escort: lost anorithil (level 1 of Old Forest) As a reward you improved Cunning by +2. | done | 
| You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire.Escort: lost anorithil (level 2 of Trollmire) As a reward you improved Cunning by +2. | done | 
| You failed to protect the lost sun paladin from death by orc high pyromancer.Escort: lost sun paladin (level 1 of Dreadfell) | failed | 
| You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell.Escort: lost sun paladin (level 3 of Dreadfell) As a reward you improved Strength by +2. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest.Escort: lost sun paladin (level 4 of Old Forest) As a reward you improved Strength by +2. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell.Escort: lost sun paladin (level 6 of Dreadfell) As a reward you improved Strength by +2. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell.Escort: lost sun paladin (level 8 of Dreadfell) As a reward you improved Strength by +2. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * 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: 921. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed orc heart. * You've found the needed black mamba head. | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.The Sect of Kryl-Feijan They were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
Equipment
| On feet |  Flarescar (0 def, 3 armour) 2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +2 Dex dps ---------- Mind.crit +2% Crit.mult +5.00% Mov.spd +10% Dmg.mod +9% mind Res.pen +5% mind ----- def ----- Armour +3 Fatigue -4% Resists +6% fire Max.HP +31.00 HP.reg +2.00 Heal.mod +19% ---------- misc Stam/turn +0.40 Hate/m.crit +3.00 Disengage: Puts all charms on 9 cooldown Level 2.4 Pwr.cost 9 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 154% 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. A pair of boots made of leather. | 
| Quiver |  Lightwire the quiver of dragonbone arrows (21/21, 76-106.4 power, 18 apr) 3.0 T5 arrow ammo [Random Unique] Nature/Master Power 76.0 - 106.4 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 21 Ranged+ +16 temporal +24 light +30 gravity +38 fire On Hit.r1 +8 light +4 temporal On Crit.r2 +23 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 40% chance to blind * 10% chance to crush the target Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. | 
| Light source |  Chargemark 1.0 T3 lite [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +6 (+1 eff.) Dmg.mod +12% lightning Res.pen +11% all Apr +11 ----- def ----- Resists +18% light Phys.save +32 (+4 eff.) Cut- +25% Disarm- +10% ---------- misc Hate/m.crit +2.00 Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  defender's hardened leather cap of the bounder (7 def, 9 armour) 2.0 T3 head armor [Ego++] Master While equipped: Stats +7 Str +7 Dex ----- def ----- Armour +9 Defense +7 (+2 eff.) Fatigue +3% Resists +5% all Phys.save +9 (+1 eff.) Skullcr.mult +2 A cap made of leather. | 
| Tool |  iron torque of charged psionic shield 'Adygana' [power 25]  (12 cooldown) 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% physical Res.pen +20% physical Apr +2 Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 25 for 7 turns Puts all charms on 12 cooldown 100% to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  Chalylathavon 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +6 Dex ----- def ----- Resists +8% nature +8% blight Crit.dmg- 5.00% Poison- +15% Disease- +14% ---------- misc Light +3 See.Invis +9 Telepathy All Rings can have magical properties. | 
| On fingers |  marksman's steel ring of power 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +7 (+1 eff.) Mind.pwr +7 (+1 eff.) Acc +6 (+1 eff.) Rings can have magical properties. | 
| Around waist |  Emblem of Evasion 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.8 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 63 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. | 
| In main hand |  Xeriwyn the Morningquarry 4.0 T5 longbow 2H weapon [Random Unique] Disrupt/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +76 nature On Crit.r2 +4 light On Hit: * 49% chance to blind On Crit: * silences the target While equipped: Stats +11 Dex dps ---------- Dmg.mod +3% lightning Res.pen +46% nature ----- def ----- Resists +12% acid +3% light +12% lightning Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. | 
| On hands |  blighted hardened leather gloves of dexterity (+3) (0 def, 2 armour) 1.0 T3 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 8 blight Dmg.mod +6% blight Acc +15 (+3 eff.) ----- def ----- Armour +2 Resists +7% blight Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Acc +7 Apr +3 Crit +10.0% Atk.spd 100% On Crit.r2 +8 blight On Hit: 20% Soul Rot 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Main armor |  hardened leather armour 'Adeldanne' (11 def, 11 armour) 9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +6 Str +12 Dex +5 Cun dps ---------- Mind.crit +3% ----- def ----- Armour +11 Defense +11 (+3 eff.) Fatigue +8% Resists +3% temporal +3% physical Crit.dmg- 15.00% Phys.save +12 (+1 eff.) HP.reg +3.50 Silence- +5% ---------- misc Stam/turn +1.20 A suit of armour made of leather. | 
| Cloak |  Layytira (7 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Crit.mult +15.00% Apr +2 ----- def ----- Defense +7 (+2 eff.) Phys.save +7 (+1 eff.) ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Healdream 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +4 Dex +6 Wil dps ---------- Dmg.mod +9% arcane Res.pen +10% arcane Melee Ret 8 nature ----- def ----- Resists +5% arcane +16% temporal Blind- +18% Pinning- +37% Knockbk- +38% ---------- misc Infravis +5 Sight +2 See.Invis +7 Amulets can have magical properties. | 
Inventory
|  healing infusion (heal 50) 0.1 T1 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 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
|  heroism infusion of the sneak (+17 for 9 turns, die at -624) 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 9 turns. While Heroism is active, you will only die when reaching -624 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions | 
|  heroism infusion of the wizard (+8 for 7 turns, die at -509) 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 7 turns. While Heroism is active, you will only die when reaching -509 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions | 
|  heroism infusion of the wizard (+8 for 10 turns, die at -447) 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 10 turns. While Heroism is active, you will only die when reaching -447 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions | 
|  regeneration infusion of the psychic (heal 312 over 5 turns) 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 312 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions | 
|  wild infusion of the wizard (resist 23%; cure magical) 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
|  Blood of Life 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." | 
|  Rune of the Rift (222.00 temporal damage, removed from time 4 turns) 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 3 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Inflicts 408.48 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  Elenolach 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun ----- def ----- Fatigue -5% Resists +12% lightning +5% arcane Phys.save +3 (+0 eff.) HP.reg +1.10 Confus- +30% Stun/Frz- +23% Amulets can have magical properties. | 
|  Eredil the Stokeshear 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun dps ---------- Dmg.mod +9% light +18% fire Res.pen +25% fire ----- def ----- Defense +14 (+3 eff.) Resists +20% light +6% fire Rings can have magical properties. | 
|  Ring of the Archlich 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+1 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. | 
|  copper ring of arcana(+0.12/turn) 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +20% ---------- misc Mana/turn +0.12 Rings can have magical properties. | 
|  gold ring 'Nerunn' 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Str +4 Dex +3 Cun ----- def ----- Fatigue -8% Crit.dmg- 15.00% Phys.save +11 (+1 eff.) Spell.save +9 (+2 eff.) Mind.save +14 (+2 eff.) ---------- misc Infravis +3 See.Invis +12 Rings can have magical properties. | 
|  warrior's steel ring of corrosion (+20%) 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% acid ----- def ----- Armour +6 Resists +20% acid Rings can have magical properties. | 
|  Droyon 4.0 T5 longbow 2H weapon [Random Unique] Nature/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +53 fire +53 nature On Hit.r1 +2 mind On Hit: * 40 arcane resource burn While equipped: Stats +2 Dex +1 Wil dps ---------- All.spd +9% Dmg.mod +33% physical Res.pen +17% nature +23% fire ----- def ----- Resists +3% nature +3% darkness +9% all ---------- misc Infravis +4 Cooldown Fragmentation Shot -2 Pin Down -1 Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. | 
|  Lightningquarry 4.0 T5 longbow 2H weapon [Random Unique] Arcane Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +30 acid +30 cold +35 lightning On Hit: * 20% chance to cause random gloom * 20% chance to daze at end of turn While equipped: Stats +1 Str +1 Wil dps ---------- Dmg.mod +29% acid +33% cold +35% lightning Res.pen +5% lightning ---------- misc Telepathy Dragon Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. | 
|  Merkul's Second Eye 4.0 T3 longbow 2H weapon [Unique] Arcane Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. | 
|  dragonbone longbow 'Galestreaker' 4.0 T5 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: Stats +11 Str dps ---------- Phys.crit +4.0% Crit.mult +20.00% Phys.pwr +26 (+4 eff.) Res.pen +15% arcane +25% blight ----- def ----- Resists +12% lightning +4% physical Res/telep +6% ---------- misc Stam/turn +0.40 Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. | 
|  dragonbone longbow 'Ragigomas' 4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +60 acid On Hit.r1 +4 mind While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +61% acid +29% physical Res.pen +33% physical ----- def ----- Resists +3% physical Max.HP +30.00 HP.reg +0.60 ---------- misc Max.stam +5.00 Longbows are used to shoot arrows at your foes. | 
|  Hare-Skin Sling 4.0 T3 sling 1H weapon [Unique] Nature Mastery Master Marksman Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 5 out of 8/8. Range 13 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. | 
|  Scorpionwrither the drakeskin leather sling 4.0 T5 sling 1H weapon [Random Unique] Master Mastery Master Marksman Acc+ +0.1% dam / acc Atk.spd 167% Range +10 Proj.spd +400% On Hit: * 40% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Phys.crit +5.0% Res.pen +5% nature +5% fire Acc +10 (+2 eff.) ----- def ----- Resists +3% temporal Slings are used to hurl stones or metal shots at your foes. | 
|  Sceptre of the Archlich (40-48 power, 12 apr, darkness element) 5.0 T4 staff 2H weapon Reqs Mag 40 [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +28 (+4 eff.) Dmg.mod +26% darkness ---------- misc Masteries +0.20 Spell/Necrotic minions +0.20 Celestial/Star fury +0.10 Spell/Advanced necrotic minions This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. | 
|  Staff of Absorption 7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+2 eff.) Acc +20 (+4 eff.) Absorb energies. Uses 554 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. | 
|  Charstone 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +20 (+3 eff.) Dmg.mod +6% fire ----- def ----- Armour +6 Resists +9% acid +2% physical +16% cold +9% fire +21% lightning Phys.save +15 (+2 eff.) Spell.save +3 (+1 eff.) Blind- +5% Disarm- +10% Knockbk- +20% ---------- misc Size +1 A belt that goes around your waist. | 
|  Tarridukhad 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +8% acid +5% physical +8% cold +8% fire +8% lightning Crit.dmg- 10.00% Die.at -91.00 life ---------- misc Max.mana +113.00 A belt that goes around your waist. | 
|  nightruned rough leather belt of carrying 1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% Resists +6% light +5% darkness ---------- misc Max.enc +20 A belt that goes around your waist. | 
|  Yvinn the Flareblood (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +21% mind Melee Ret 20 fire ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  linen cloak of Eldoral (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  linen cloak of Iron Throne (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  thick linen cloak (1 def, 6 armour) 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Spider-Silk Robe of Spydrë (10 def, 15 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature Phys.save +10 (+1 eff.) Spell.save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. | 
|  Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) 2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+3 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical Temporal Reprieve: Level 1.0 Pwr.cost 28 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. | 
|  linen robe 'Belorim' (0 def, 0 armour) 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +4 Dex +5 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +11% nature Melee Ret 8 mind ----- def ----- Resists +16% nature ---------- misc Psi/ret +0.20 Max.hate +6.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Galugorn the pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Cun +2 Con dps ---------- Dmg.mod +12% acid +9% mind ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+1 eff.) Mind.save +31 (+4 eff.) ---------- misc Telepathy Dragon Humanoid/Orc A pair of boots made of leather. | 
|  Tempestjustice (0 def, 13 armour) 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +8 Str +1 Cun +7 Con dps ---------- Spell.pwr +6 (+0 eff.) Dmg.mod +8% physical ----- def ----- Armour +13 Fatigue +5% Resists +9% lightning Mind.save +9 (+1 eff.) ---------- misc Hate/m.crit +1.00 Infravis +3 Size +1 Telepathy Demon/Minor Demon/Major Heave: Puts all charms on 6 cooldown Level 4.0 Pwr.cost 6 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. | 
|  Wanderer's Rest (4 def, 0 armour) 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 12 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. | 
|  miner's pair of rough leather boots (0 def, 6 armour) 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +6 Fatigue +1% ---------- misc Infravis +1 A pair of boots made of leather. | 
|  rough leather gloves (0 def, 1 armour) 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 8.5 - 9.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Blazegash (2 def, 0 armour) 2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +15 Cun +10 Wil dps ---------- Mind.pwr +9 (+2 eff.) Res.pen +5% lightning ----- def ----- Defense +2 (+1 eff.) Resists +9% lightning +9% fire +10% cold ---------- misc See.Invis +18 A pointy cloth hat, very wizardly... | 
|  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 (+1 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 20 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. 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. | 
|  Fulinarigrim the drakeskin leather cap (0 def, 5 armour) 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +14 Lck +10 Str dps ---------- Phys.crit +8.0% Spell.crit +6% Mind.crit +4% Melee Ret 20 physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists +9% darkness Mind.save +3 (+0 eff.) Die.at -80.00 life ---------- misc Infravis +3 Skullcr.mult +6 Skullcracker: Puts all charms on 12 cooldown Level 3.6 Pwr.cost 12 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 1094.3 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. | 
|  Hat of Arcane Understanding (2 def, 0 armour) 2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. | 
|  rough leather cap 'Hanylendur' (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +6 Dex dps ---------- Res.pen +10% arcane +25% acid Melee Ret 8 acid ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane Skullcr.mult +2 A cap made of leather. | 
|  stabilizing rough leather cap of dexterity (+2) (0 def, 1 armour) 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+1 eff.) A cap made of leather. | 
|  thaloren hardened leather cap of trickery (0 def, 3 armour) 2.0 T3 head armor [Ego++] Master While equipped: Stats +4 Dex +5 Wil +4 Cun dps ---------- Apr +6 ----- def ----- Armour +3 Fatigue +3% Resists +11% blight Mind.save +11 (+1 eff.) A cap made of leather. | 
|  Death's Embrace (18 def, 18 armour) 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+1 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+4 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 26, based on Cunning and Magic) for 10 turns. Uses 28 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. | 
|  Galestreak (5 def, 4 armour) 9.0 T2 light armor [Rare] Master While equipped: Stats +5 Str +5 Dex dps ---------- Dmg.mod +9% lightning Res.pen +25% lightning Melee Ret 8 fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +4 Defense +5 (+1 eff.) Fatigue +7% Phys.save +9 (+1 eff.) A suit of armour made of leather. | 
|  Mayyyama the Blazemight (3 def, 2 armour) 9.0 T1 light armor [Rare] Master While equipped: Stats +4 Str +4 Dex dps ---------- Dmg.mod +6% light Melee Ret 12 light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +12% light +6% lightning Phys.save +7 (+1 eff.) A suit of armour made of leather. | 
|  rough leather armour (1 def, 2 armour) 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% A suit of armour made of leather. | 
|  spiked rough leather armour of temporal resistance (1 def, 2 armour) 9.0 T1 light armor [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +17% temporal A suit of armour made of leather. | 
|  Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr) 3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 50% Dex, 70% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. This item has been sent to the Item's Vault. | 
|  Eilinykira the quiver of yew arrows (57/57, 45.5-63.7 power, 19 apr) 3.0 T3 arrow ammo [Random Unique] Arcane/Master Power 45.5 - 63.7 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +19 Crit +11.0% Capacity 57 Rld cld -2 Proj.spd +200% On Hit.r1 +20 acid On Crit: * cripple the target While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. | 
|  Quiver of the Sun (25/25, 34-47.6 power, 15 apr) 3.0 T4 arrow ammo [Unique] Arcane Power 34.0 - 47.6 Bright light Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. | 
|  quiver of ash arrows 'Veloriadath' (14/14, 19-26.6 power, 7 apr) 3.0 T2 arrow ammo [Rare] Arcane Power 19.0 - 26.6 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 14 Ranged+ +15 blight +8 arcane On Hit.r1 +16 acid On Crit.r2 +12 acid On Hit: * 40% chance to corrode armour by 30% * 11% chance to disease Arrows are used with bows to pierce your foes to death. | 
|  quiver of elm arrows (20/20, 16-22.4 power, 5 apr) 3.0 T1 arrow ammo [Normal] Power 16.0 - 22.4 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 20 Arrows are used with bows to pierce your foes to death. | 
|  quiver of elven-wood arrows of accuracy (21/21, 40.5-56.7 power, 14 apr) 3.0 T4 arrow ammo [Ego] Master Power 40.5 - 56.7 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Acc +17 Apr +14 Crit +2.5% Capacity 21 Arrows are used with bows to pierce your foes to death. | 
|  storming quiver of elm arrows of accuracy (22/22, 12-16.8 power, 5 apr) 3.0 T1 arrow ammo [Ego] Nature/Master Power 12.0 - 16.8 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Acc +9 Apr +5 Crit +1.0% Capacity 22 Ranged+ +14 lightning On Crit.r2 +9 lightning Arrows are used with bows to pierce your foes to death. | 
|  6 agate 0.0 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. | 
|  812 alchemist agate 0.0 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. | 
|  2 onyx 0.0 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. | 
|  Windborne Azurite 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. | 
|  5 aquamarine 0.0 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. | 
|  4 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  5 opal 0.0 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 sapphire 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  5 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  5 emerald 0.0 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. | 
|  jade 0.0 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. | 
|  3 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 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. | 
|  3 turquoise 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. | 
| The CogThe Cog 0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. | 
|  Imp Claw 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 5 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 198.43 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. | 
|  Crystal Focus 0.0 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. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  4 garnet 0.0 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. | 
|  3 ruby 0.0 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 (3/3) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 112 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest 2.0 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. | 
|  3 amethyst 0.0 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. | 
|  pearl 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  4 quartz 0.0 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. | 
|  3 amber 0.0 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. | 
|  4 ametrine 0.0 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. | 
|  2 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  4 zircon 0.0 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 (Madness (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Madness (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By ShotBurns the Cornac Adventurer level 19
5th Mirth 122nd year of Ascendancy at 16:48 see stats
 Dragon's Greed (Madness (Roguelike) difficulty)
			Amassed 8000 gold pieces.
			Dragon's Greed (Madness (Roguelike) difficulty)
			Amassed 8000 gold pieces.By ShotBurns the Cornac Adventurer level 9
79th Pyre 122nd year of Ascendancy at 02:01 see stats
 Exterminator (Madness (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Madness (Roguelike) difficulty)
			Killed 1000 creatures.By ShotBurns the Cornac Adventurer level 27
1st Dusk 122nd year of Ascendancy at 11:58 see stats
 Home sweet home (Madness (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Madness (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By ShotBurns the Cornac Adventurer level 19
5th Mirth 122nd year of Ascendancy at 16:32 see stats
 Level 10 (Madness (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Madness (Roguelike) difficulty)
			Got a character to level 10.By ShotBurns the Cornac Adventurer level 10
1st Mirth 122nd year of Ascendancy at 03:56 see stats
 Level 20 (Madness (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Madness (Roguelike) difficulty)
			Got a character to level 20.By ShotBurns the Cornac Adventurer level 20
2nd Summertide 122nd year of Ascendancy at 09:00 see stats
 Level 30 (Madness (Roguelike) difficulty)
			Got a character to level 30.
			Level 30 (Madness (Roguelike) difficulty)
			Got a character to level 30.By ShotBurns the Cornac Adventurer level 30
9th Dusk 122nd year of Ascendancy at 20:23 see stats
 Level 40 (Madness (Roguelike) difficulty)
			Got a character to level 40.
			Level 40 (Madness (Roguelike) difficulty)
			Got a character to level 40.By ShotBurns the Cornac Adventurer level 40
56th Dusk 122nd year of Ascendancy at 10:31 see stats
 Overpowered! (Madness (Roguelike) difficulty)
			Did over 6000 damage in one attack.
			Overpowered! (Madness (Roguelike) difficulty)
			Did over 6000 damage in one attack.By ShotBurns the Cornac Adventurer level 32
13rd Dusk 122nd year of Ascendancy at 14:05 see stats
 Savior of the damsels in distress (Madness (Roguelike) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
			Savior of the damsels in distress (Madness (Roguelike) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By ShotBurns the Cornac Adventurer level 32
10th Dusk 122nd year of Ascendancy at 14:34 see stats
 Size is everything (Madness (Roguelike) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Madness (Roguelike) difficulty)
			Did over 1500 damage in one attack.By ShotBurns the Cornac Adventurer level 21
1st Flare 122nd year of Ascendancy at 07:19 see stats
 Size matters (Madness (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Madness (Roguelike) difficulty)
			Did over 600 damage in one attack.By ShotBurns the Cornac Adventurer level 13
4th Mirth 122nd year of Ascendancy at 04:13 see stats
 Tales of the Spellblaze (Madness (Roguelike) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.
			Tales of the Spellblaze (Madness (Roguelike) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.By ShotBurns the Cornac Adventurer level 19
5th Mirth 122nd year of Ascendancy at 16:48 see stats
 The Arena (Madness (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Madness (Roguelike) difficulty)
			Unlocked Arena mode.By ShotBurns the Cornac Adventurer level 10
1st Mirth 122nd year of Ascendancy at 04:06 see stats
 The Legend of Garkul (Madness (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Madness (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By ShotBurns the Cornac Adventurer level 19
5th Mirth 122nd year of Ascendancy at 16:48 see stats
 The Right thing to do (Madness (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Madness (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By ShotBurns the Cornac Adventurer level 38
43rd Dusk 122nd year of Ascendancy at 02:00 see stats
 The bigger the better! (Madness (Roguelike) difficulty)
			Did over 3000 damage in one attack.
			The bigger the better! (Madness (Roguelike) difficulty)
			Did over 3000 damage in one attack.By ShotBurns the Cornac Adventurer level 28
9th Dusk 122nd year of Ascendancy at 15:09 see stats
 Treasure Hoarder (Madness (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Madness (Roguelike) difficulty)
			Amassed 3000 gold pieces.By ShotBurns the Cornac Adventurer level 4
75th Pyre 122nd year of Ascendancy at 15:41 see stats
 Treasure Hunter (Madness (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Madness (Roguelike) difficulty)
			Amassed 1000 gold pieces.By ShotBurns the Cornac Adventurer level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
 Vampire crusher (Madness (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Madness (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By ShotBurns the Cornac Adventurer level 42
58th Dusk 122nd year of Ascendancy at 13:03 see stats
 Well trained (Madness (Roguelike) difficulty)
			Deal one million damage to training dummies in a single training session.
			Well trained (Madness (Roguelike) difficulty)
			Deal one million damage to training dummies in a single training session.By ShotBurns the Cornac Adventurer level 35
30th Dusk 122nd year of Ascendancy at 20:51 see stats
Log
You gain 1.18 gold from the transmogrification of healing infusion of the duelist (heal 363).
You gain 15.00 gold from the transmogrification of Primal Infusion (affinity 16%; cure magical, physical, mental).
There is a next level (blighted aura) here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
There is a previous level here (press '' or right click to use).
Ran for 31 turns (stop reason: at exit).
There is a next level (blighted aura) here (press '' or right click to use).
Ran for 31 turns (stop reason: at exit).
Talent Escape is ready to use.
Talent Track is ready to use.
ShotBurns uses Track.
There is a previous level here (press '' or right click to use).
Ran for 31 turns (stop reason: at exit).
Saving game...
Saving done.
ShotBurns deactivates Lacerating Strikes.
ShotBurns deactivates Daunting Presence.
ShotBurns deactivates Stealth.
ShotBurns deactivates Concealment.
ShotBurns deactivates Intuitive Shots.
ShotBurns deactivates Quickdraw.
ShotBurns deactivates Aim.
ShotBurns deactivates Piercing Ammunition.
ShotBurns deactivates Numbing Poison.
ShotBurns deactivates Volatile Poison.
ShotBurns deactivates Apply Poison.
ShotBurns deactivates Trained Reactions.

























































































