










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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. 
 
 
 
 
 
 
 
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Better Item Description 1.7.4This 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 ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons: 
 Frequently Asked Questions: 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:
 Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Showing Items Tier in Inventory 1.7.2This 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 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
 Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. More Sounds 1.7.6This addon adds new sounds to the game, such as on some talents that don't have an associated sound, and on infliction of certain status effects. Currently adds new sounds to the following: [Status Effects] [Infusions/Runes] [Other] More will be added as I play more. All sounds are fully original and created by me. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4:  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | Writhing One | 
| Level / Exp | 30 / 34% | 
| Size | medium | 
| Lifes / Deaths | Killed by worm that walks (servant of Zoreiss_Tentacle) at level 19 on the 70th Dusk 122nd year of Ascendancy at 15:22 0 / 7Killed by Veludhenn the gigantic corrosive tunneler at level 22 on the 2nd Haze 122nd year of Ascendancy at 03:55 Killed by Elilralemira the corrupted dendritic hemospinner at level 30 on the 65th Haze 122nd year of Ascendancy at 06:38 Killed by Adosera the corrupted protoplasmic controller at level 30 on the 65th Haze 122nd year of Ascendancy at 10:41 Killed by skeleton mage at level 30 on the 65th Haze 122nd year of Ascendancy at 12:35 Killed by Glegadana the corrupted mastocytic feeder at level 30 on the 65th Haze 122nd year of Ascendancy at 13:28 Killed by Adosera the corrupted protoplasmic controller at level 30 on the 65th Haze 122nd year of Ascendancy at 16:01  | 
Primary Stats
| Strength | 29 (base 14) | 
| Dexterity | 10 (base 10) | 
| Constitution | 28 (base 13) | 
| Magic | 74 (base 60) | 
| Willpower | 18 (base 10) | 
| Cunning | 62 (base 55) | 
Resources
| Life | -86/864 | 
| Mana | 194/194 | 
| Insanity | 9/100 | 
| Healing Factor | 0.64518455151728 | 
| Regeneration | 4.6775879985003 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +42.60995032651% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 5 | 
| See Stealth | 41.154681673803 | 
| See Invisible | 41.154681673803 | 
Offense: Mainhand
| Damage | 48 | 
| Accuracy | 52 | 
| Crit Chance | 24% | 
| APR | 7 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 35 | 
| Crit Chance | 17% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 1 | 
| Crit Chance | 22% | 
| Speed | 1 | 
Offense: Damage Bonus
| Cold | +15% | 
| Acid | +15% | 
| Nature | +15% | 
| Darkness | +33% | 
| Blight | +15% | 
| Physical | +12% | 
| Mind | +15% | 
| All | 0% | 
Offense: Damage Penetration
| Blight | +10% | 
| Nature | +10% | 
Defense: Base
| Armour (hardiness) | 33 (65.65183292883%) | 
| Defense | 51 | 
| Ranged Defense | 51 | 
| Fatigue | 1.7763568394003E-15 | 
| Physical Save | 30 | 
| Spell Save | 32 | 
| Mental Save | 27 | 
Defense: Resistances
| Blight | + 53%( 70%) | 
| Physical | + 51%( 70%) | 
| Cold | + 70%( 70%) | 
| All | + 50%( 70%) | 
| Darkness | + 70%( 70%) | 
| Temporal | + 56%( 70%) | 
| Lightning | + 52%( 70%) | 
| Fire | + 65%( 70%) | 
| Nature | + 70%( 70%) | 
Defense: Immunities
| Stun Resistance | 91% | 
| Bleed Resistance | 50% | 
| Teleport Resistance | 20% | 
| Pinning Resistance | 0% | 
| Instadeath Resistance | 100% | 
| Disarm Resistance | 27% | 
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 127 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 622% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 256 damage for 4 turns. Its effects scale with your Willpower stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 416 life over 5 turns. Its effects scale with your Magic stat.  | 
Class Talents
| Demented / Friend of the worm | 1.30 | 
  | 2/5 | 
  | 2/5 | 
  | 1/5 | 
  | 2/5 | 
| Demented / Disfigured face | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Demented / Tentacles | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
| Demented / Controlled horrors | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
| Demented / Path of horror | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 3/5 | 
  | 4/5 | 
| Demented / Horrific body | 1.30 | 
  | 4/5 | 
  | 2/5 | 
  | 2/5 | 
  | 1/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Spell / Staff combat | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
| Demented / Beyond sanity | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 2/5 | 
  | 2/5 | 
| Technique / Combat training | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
Effects
| talent | Premonition | 
| talent | Chaos Orbs | 
| beneficial effect | Reduces fire damage received by 15%. Premonition Shield | 
| beneficial effect | The target ignores pain, reducing all damage taken by 21%. Pain Suppression | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation | 
| beneficial effect | Increases defense by 7. Mobile Defense | 
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 39. Intimidated | 
| detrimental effect | The target is infected by a disease, doing 38.53 blight damage per turn and reducing healing received by 70%. EpidemicEach non-disease blight damage done to it will spread the disease.  | 
| beneficial effect | 3 pustules increasing resistance by 6%. Putrescent Pustule | 
| detrimental effect | Soul absorbed upon death. Soul Leech | 
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 grave | active | 
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)).  | done | 
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5.  | done | 
You failed to protect the lost defiler from death by Neryraldakira the xorn. Escort: lost defiler (level 2 of Daikara) | failed | 
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there.  | done | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.  | active | 
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed vial of wight ectoplasm. 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 snow giant kidney. * You've found the needed black mamba head. * You've found the needed ice wyrm tooth.  | active | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | active | 
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary.  | done | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died.  | done | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  Frost Treads (1 def, 4 armour) =main=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 (+0 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.  | 
| Light source |  brass lantern 'Satyrenvy' =main=2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str dps ---------- Res.pen +10% nature ----- def ----- Armour +2 Crit.chn- 5.00% Max.HP +42.00 HP.reg +4.00 Teleport- +20% ---------- misc Light +3 Infravis +1 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 |  Isletira the linen wizard hat (1 def, 0 armour) =main=2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +1 (+0 eff.) Resists +22% darkness Spell.save +3 (+2 eff.) Max.HP +40.00 Stun/Frz- +20% A pointy cloth hat, very wizardly...  | 
| Tool |  soothing yew wand of lightning storm [power 242]  (16/9 cooldown)2.0 T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 48 lightning damage and will be dazed for 1 turn (242 total damage) Puts all charms on 9 cooldown 100% to heal for 60. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
| On fingers |  steel ring 'Grinemahell' =str con=0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str +4 Mag +3 Cun +5 Con dps ---------- Phys.pwr +6 (+0 eff.) Spell.pwr +6 (+3 eff.) Res.pen +10% blight Apr +1 ----- def ----- Armour +4 Defense +5 (+2 eff.) Resists +1% physical Rings make your fingers look great!  | 
| On fingers |  Bokeruichik the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% physical Acc +25 (+8 eff.) Apr +2 ----- def ----- Defense +30 (+10 eff.) Phys.save +6 (+3 eff.) HP.reg +3.00 Stun/Frz- +26% ---------- misc Max.stam +30.00 Rings make your fingers look great!  | 
| Around waist |  insulating rough leather belt of unlife =Unlife=1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +6% cold +5% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist.  | 
| In main hand |  Emydhebeth the dwarven-steel mace (37-52 power, 4 apr) =main=3.0 T3 mace 1H weapon [Random Unique] Arcane/Master Power 37.0 - 51.8 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +12 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% ----- def ----- Defense +25 (+8 eff.) Resists +3% lightning +6% darkness +3% nature Blunt and deadly.  | 
| On hands |  dwarven-steel gauntlets 'Woeserpent' (0 def, 2 armour) =main=1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 7 darkness Dmg.mod +7% darkness Acc +5 (+2 eff.) Melee Ret 4 temporal ----- def ----- Armour +2 Fatigue +3% Resists +13% darkness Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +27% Def/telep +5 Res/telep +5% Dur/telep +5% Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 20% Moonlight Ray 3 On Hit: 10% Perfect Control 3 On Hit: * 7% chance to reduce damage dealt by 5% Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Main armor |  Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+10 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 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.  | 
| Cloak |  linen cloak 'Branular' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 5 ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% temporal Crit.chn- 15.00% Die.at -80.00 life Max.HP +34.00 Heal.mod +10% Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  insulating gold amulet of healing0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% cold +10% fire Heal.mod +10% Cut- +50% Heal: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 88 life. The life healed will increase with your Mindpower. Amulets make your neck look great!  | 
Inventory
 healing infusion of the warrior (heal 108; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 108 then cleanse 1 wound, poison, and disease effect. 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.  | 
 heroism infusion of the warrior (die at -283; dur 7; cd 32)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -283 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 566 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 movement infusion of the wizard (speed 711%; cd 12)0.1 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 increase movement speed by 711% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions  | 
 insulating copper amulet of strength (+3) =str=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +12% cold +10% fire Amulets make your neck look great!  | 
 wanderer's copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +3 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great!  | 
 steel amulet 'Filthbutcher' =Con=0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Phys.crit +8.0% Phys.pwr +10 (+2 eff.) Res.pen +15% nature ----- def ----- Defense +10 (+3 eff.) ---------- misc Stam/turn +3.00 Equi/ret +0.16 Amulets make your neck look great!  | 
 Camihad the Viperspike =dex=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +15% acid +6% nature Acc +6 (+2 eff.) Melee Ret 4 acid On Hit (Melee): * 20% chance to slow global speed by 14% ---------- misc Light +3 Rings make your fingers look great!  | 
 Gilydan =Lres=0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Mag +3 Wil dps ---------- Dmg.mod +11% lightning +6% temporal Res.pen +15% arcane ----- def ----- Resists +22% lightning Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great!  | 
 rogue's copper ring of lightning (+22%) =Lres=0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +6 (+2 eff.) Resists +22% lightning Rings make your fingers look great!  | 
 titan's steel ring of perseverance0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) HP.reg +1.00 Stun/Frz- +25% Rings make your fingers look great!  | 
 warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +20.00 Disarm- +25% Pinning- +24% Knockbk- +24% Rings make your fingers look great!  | 
 titan's gold ring of fire (+22%) =Fres=0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +8 (+4 eff.) Rings make your fingers look great!  | 
 Rotcrack the elm starstaff (10-12 power, 2 apr, physical element) =1h=5.0 T1 staff 1H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +6% nature +13% physical Res.pen +10% nature ----- def ----- Armour +4 Die.at -60.00 life ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 Ce'Noda the Galelady (64-102 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Rare] Master Power 63.5 - 101.6 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +16 acid On Hit: * 20% chance to reduce armor by 29% On Crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Con +8 Mag dps ---------- Phys.crit +20.0% Phys.pwr +21 (+7 eff.) ----- def ----- Resists +18% lightning +9% acid Massive two-handed swords.  | 
 Tarroregothad the Icewaker (31-43 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Rare] Master Power 31.0 - 43.4 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +20 light While equipped: Stats +5 Str +3 Mag dps ---------- Res.pen +25% cold Acc +13 (+4 eff.) Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Disarm- +44% Sharp, long, and deadly.  | 
 Berigas the Prismmistress (24-34 power, 3 apr) =con=3.0 T2 mace 1H weapon [Random Unique] Arcane/Nature/Master Power 24.0 - 33.6 Physical Uses 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 61 acid damage (1/turn) While equipped: Stats +5 Wil +6 Con dps ---------- Dmg.mod +5% acid +6% arcane Res.pen +7% acid +5% arcane Melee Ret 4 light ----- def ----- Resists +5% arcane Max.HP +14.00 Blunt and deadly.  | 
 Poltergeist's Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Str, 65% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Defense +4 (+1 eff.) Resists +10% darkness Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 11 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 115.78 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it.  | 
 Zugosus the Breezenigh (19-25 power, 6 apr) =con=1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Nature/Master Power 19.0 - 24.7 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 nature On Hit.r1 +8 fire While equipped: Stats +1 Str +6 Wil +5 Con dps ---------- Dmg.mod +3% nature +5% physical Acc +6 (+2 eff.) On Hit (Melee): * 10% chance to slow global speed by 14% ----- def ----- Max.HP +15.00 Sharp, short and deadly.  | 
 pulsing mindstar 'Hellsmark' (12-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Rare] Nature Power 12.5 - 13.8 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +8 temporal While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+8 eff.) Dmg.mod +9% nature Res.pen +25% blight +25% fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% blight +6% fire +15% temporal Disease- +22% ---------- misc 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.  | 
 living mindstar (15-16 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Normal] Nature Power 15.0 - 16.5 Mind Uses 50% Wil, 50% Mag, 30% Cun 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 (+10 eff.) ---------- misc 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.  | 
 Coalwolf (0 def, 0 armour) =Darkness pen=2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +9% darkness +12% cold Res.pen +20% darkness ----- def ----- Resists +7% all +18% cold Spell.save +9 (+5 eff.) Mind.save +3 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 ancient elven-silk robe of Angolwen (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +11 Mag +4 Wil dps ---------- Spell.pwr +16 (+7 eff.) S.pwr/crit +4 Dmg.mod +23% physical +11% temporal Res.pen +10% physical +8% temporal ----- def ----- Resists +15% all Anom.red +11 Silence- +36% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Skin of Many (12 def, 6 armour) =con=9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony.  | 
 Yvota (10 def, 4 armour) =str de=9.0 T2 light armor [Rare] Master While equipped: Stats +6 Str +5 Dex +2 Wil +2 Cun dps ---------- Mind.crit +2% Dmg.mod +15% acid Res.pen +25% acid On Hit (Melee): * 20% chance to reduce armor by 29% ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue +7% Resists +6% acid Phys.save +10 (+5 eff.) Mind.save +15 (+7 eff.) A suit of armour made of leather.  | 
 drakeskin leather armour 'Lorohek' (20 def, 8 armour)9.0 T5 light armor [Rare] Arcane While equipped: Stats +2 Str +10 Mag dps ---------- Dmg.mod +15% acid ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +12% acid +10% arcane +18% blight Crit.chn- 15.00% Spell.save +20 (+9 eff.) A suit of armour made of leather.  | 
 Dureneg the Lightningbliss =Dpen=1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Res.pen +25% darkness On Hit (Melee): * 20% chance to slow global speed by 14% ----- def ----- Resists +12% lightning +13% fire +5% arcane +6% cold 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.  | 
 spiritwalker's rough leather belt of burglary =dex=1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Mag +3 Cun +6 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +9 Mana/turn +0.12 Max.mana +21.00 Infravis +4 A belt that goes around your waist.  | 
 Polutta =dex str=1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Str +3 Dex dps ---------- Phys.pwr +20 (+6 eff.) Dmg.mod +12% physical ----- def ----- Armour +2 Defense +13 (+4 eff.) Stealth +5 ---------- misc Stam/turn +3.00 A belt that goes around your waist.  | 
 monstrous hardened leather belt of resilience1.0 T3 belt armor [Ego+] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Phys.save +7 (+3 eff.) Max.HP +35.00 ---------- misc Size +1 A belt that goes around your waist.  | 
 Jetsquall the linen cloak (1 def, 0 armour) =dex=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +8 Dex +2 Wil +1 Con dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 5% ----- def ----- Defense +1 (+0 eff.) Resists +9% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 linen cloak 'Demonbraid' (21 def, 6 armour) =main=2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% darkness +3% cold Acc +10 (+3 eff.) ----- def ----- Armour +6 Defense +21 (+7 eff.) Resists +10% cold Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Arcminister (2 def, 0 armour) =con=2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Dex +3 Wil +5 Con dps ---------- Dmg.mod +18% lightning ----- def ----- Defense +2 (+1 eff.) Mind.save +8 (+4 eff.) ---------- misc See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Galukan the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Arcane While equipped: Stats +14 Wil +6 Mag dps ---------- S.pwr/crit +10 Dmg.mod +24% blight +12% temporal +21% arcane ----- def ----- Defense +3 (+1 eff.) Spell.save +15 (+8 eff.) ---------- misc Mana/s.crit +2.00 Max.mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 pair of hardened leather boots 'Treebliss' (0 def, 8 armour) =con=2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Con dps ---------- Phys.crit +5.0% Melee Ret 8 nature ----- def ----- Armour +8 Phys.save +6 (+3 eff.) Die.at -40.00 life ---------- misc Infravis +2 A pair of boots made of leather.  | 
 Emeliwyn the Dusknaught (5 def, 3 armour) =def=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +2% Resists +3% lightning +6% fire +6% cold Spell.save +9 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 dreamer's pair of iron boots of rushing (0 def, 3 armour) =str=3.0 T1 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun +3 Con ----- def ----- Armour +3 Fatigue +2% Phys.save +7 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +6 (+3 eff.) Rush: Puts all charms on 14 cooldown Level 2.0 Pwr.cost 14 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Hettelach the Iceransom (0 def, 1 armour) =dark pen=1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+0 eff.) Dmg.mod +3% cold Res.pen +5% blight +5% cold +20% darkness Melee Ret 4 cold ----- def ----- Armour +1 Resists +6% blight Unarmed combat: Power 10.0 - 11.0 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Branidan the Woeshear (0 def, 2 armour) =Light Fire res=1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Acc +7 (+2 eff.) Melee Ret 4 darkness ----- def ----- Armour +2 Resists +20% light +15% fire Phys.save +7 (+3 eff.) Mind.save +8 (+4 eff.) Disarm- +20% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Searwrack (0 def, 1 armour) =str con=1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +3 Dex +5 Con dps ---------- Dmg.mod +12% fire Acc +11 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +12% fire ---------- misc Infravis +2 Unarmed combat: Power 10.0 - 14.0 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm.  | 
 brawler's dwarven-steel gauntlets of archery (0 def, 2 armour) =dex=1.5 T2 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +7 Dex +8 Cun dps ---------- Acc +7 (+2 eff.) Apr +6 ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Acc +13 Apr +16 Crit +17.0% Atk.spd 83% On Hit: 15% Perfect Strike 3 On Hit: 10% Set Up 3 Steady Shot: Puts all charms on 11 cooldown Level 3.0 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Gerak (15 def, 1 armour) =def=2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- Phys.crit +1.0% Phys.pwr +5 (+0 eff.) ----- def ----- Armour +1 Defense +15 (+5 eff.) Fatigue +1% Resists +6% lightning +6% temporal Spell.save +12 (+6 eff.) A cap made of leather.  | 
 Arolravea (0 def, 11 armour) =str=2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str dps ---------- Phys.pwr +20 (+6 eff.) Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 5 ----- def ----- Armour +11 Fatigue +3% Phys.save +9 (+4 eff.) A cap made of leather.  | 
 Glirann (0 def, 3 armour) =dex=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +2 Con ----- def ----- Armour +3 Fatigue +5% Crit.chn- 15.00% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 cleansing voratun helm of absorption (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +10% nature +15% blight ---------- misc Stam/ret +2.00 Equi/ret +1.50 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 7 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 5 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.  | 
 6 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.  | 
 4 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.  | 
 12 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 14 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.  | 
 13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 13 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 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.  | 
 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 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.  | 
 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.  | 
 2 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.  | 
 Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself.  | 
 Windborne Azurite0.0 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.  | 
 867 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 Hathaldil the Woedeath =con=2.0 T1 lite [Rare] Nature While equipped: Stats +1 Mag +4 Con ----- def ----- Resists +3% darkness Max.HP +41.00 ---------- 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.  | 
 Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 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.  | 
 Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 111 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.  | 
 Cyrema [power 188]  (16/11 cooldown) =de=2.0 T2 wand charm [Rare] Arcane While equipped: Stats +4 Cun +7 Dex ----- def ----- Defense +20 (+7 eff.) Resists +5% arcane +6% light Crit.chn- 5.00% Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 6 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.  | 
Achievements
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Zoreiss_Tentacle the Cornac Writhing One level 18
63rd Dusk 122nd year of Ascendancy at 14:06 see stats
			Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.By Zoreiss_Tentacle the Cornac Writhing One level 24
30th Haze 122nd year of Ascendancy at 09:31 see stats
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Zoreiss_Tentacle the Cornac Writhing One level 10
4th Mirth 122nd year of Ascendancy at 08:37 see stats
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Zoreiss_Tentacle the Cornac Writhing One level 20
74th Dusk 122nd year of Ascendancy at 05:19 see stats
			Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.By Zoreiss_Tentacle the Cornac Writhing One level 30
59th Haze 122nd year of Ascendancy at 23:03 see stats
			Poisonous (Insane (Adventure) difficulty)
			Sided with the assassin lord.By Zoreiss_Tentacle the Cornac Writhing One level 18
50th Dusk 122nd year of Ascendancy at 14:07 see stats
			Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.By Zoreiss_Tentacle the Cornac Writhing One level 27
48th Haze 122nd year of Ascendancy at 10:42 see stats
			Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.By Zoreiss_Tentacle the Cornac Writhing One level 17
3rd Dusk 122nd year of Ascendancy at 09:46 see stats
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Zoreiss_Tentacle the Cornac Writhing One level 9
3rd Mirth 122nd year of Ascendancy at 03:09 see stats
			The Restless Dead (Insane (Adventure) difficulty)
			Disturbed an old battlefield and survived the consequences.By Zoreiss_Tentacle the Cornac Writhing One level 25
36th Haze 122nd year of Ascendancy at 17:05 see stats
			The Right thing to do (Insane (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Zoreiss_Tentacle the Cornac Writhing One level 28
48th Haze 122nd year of Ascendancy at 21:59 see stats
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By Zoreiss_Tentacle the Cornac Writhing One level 22
78th Dusk 122nd year of Ascendancy at 18:25 see stats
			Thralless (Insane (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.By Zoreiss_Tentacle the Cornac Writhing One level 28
48th Haze 122nd year of Ascendancy at 16:35 see stats
			Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.By Zoreiss_Tentacle the Cornac Writhing One level 26
39th Haze 122nd year of Ascendancy at 01:44 see stats
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Zoreiss_Tentacle the Cornac Writhing One level 16
2nd Dusk 122nd year of Ascendancy at 10:21 see stats
Log
Bleeding from Glegadana the corrupted mastocytic feeder hits Zoreiss_Tentacle for 32 physical damage.
Epidemic from Armoured skeleton warrior hits Zoreiss_Tentacle for 1 healing, 30 blight (30 total damage) [1 healing].
Adosera the corrupted protoplasmic controller shoves Armoured skeleton warrior aside.
Adosera the corrupted protoplasmic controller is covered in black blood!
Carrion worm mass's wormblight area effect hits Armoured skeleton warrior for 12 blight damage.
Carrion worm mass's wormblight area effect hits Adosera the corrupted protoplasmic controller for 21 blight damage.
Zoreiss_Tentacle receives 5 healing from Carrion worm mass's wormblight area effect.
Melee retaliation hits Zoreiss_Tentacle for 6 fire, 3 healing, 71 physical (77 total damage) [3 healing].
Carrion worm mass's wormblight area effect hits Armoured skeleton warrior for 12 blight damage.
Carrion worm mass's wormblight area effect hits Adosera the corrupted protoplasmic controller for 21 blight damage.
Zoreiss_Tentacle's defiled blood area effect hits Armoured skeleton warrior for 6 darkness, 4 darkness (11 total damage).
Zoreiss_Tentacle's defiled blood area effect hits Adosera the corrupted protoplasmic controller for 2 darkness, 8 darkness (10 total damage).
Zoreiss_Tentacle deactivates Constrict.
Armoured skeleton warrior is free from the tentacle constriction.
Zoreiss_Tentacle uses Infusion: Wild.
Zoreiss_Tentacle stops bleeding.
Zoreiss_Tentacle is cured!
Zoreiss_Tentacle lessens the pain.
Zoreiss_Tentacle casts Carrion Feet.
Armoured skeleton warrior regains their balance.
Zoreiss_Tentacle stops regenerating health quickly.
Zoreiss_Tentacle regains balance.
Talent Track is ready to use.
Melee retaliation hits Zoreiss_Tentacle for 4 fire, 2 healing, 51 physical (55 total damage) [2 healing].
Epidemic from Armoured skeleton warrior hits Zoreiss_Tentacle for 1 healing, 21 blight (21 total damage) [1 healing].
Zoreiss_Tentacle receives 5 healing from Carrion worm mass's wormblight area effect.
Carrion worm mass's wormblight area effect hits Adosera the corrupted protoplasmic controller for 21 blight damage.
Zoreiss_Tentacle's defiled blood area effect hits Adosera the corrupted protoplasmic controller for 3 darkness, 8 darkness (11 total damage).
Adosera the corrupted protoplasmic controller uses Twist the Knife.















































































































