










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). 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. 
 
 
 
 
 
 
 
 Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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:
 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. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
 Items Vault 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: 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  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Female | 
| Race | Cornac | 
| Class | Berserker | 
| Level / Exp | 23 / 2% | 
| Size | medium | 
| Lifes / Deaths | Killed by Velirin the gigantic sandworm tunneler at level 23 on the 14th Regrowth 123rd year of Ascendancy at 20:36  / 1 | 
Primary Stats
| Strength | 76 (base 53) | 
| Dexterity | 18 (base 11) | 
| Constitution | 45 (base 31) | 
| Magic | 14 (base 10) | 
| Willpower | 16 (base 10) | 
| Cunning | 37 (base 23) | 
Resources
| Life | -246/745 | 
| Stamina | 112/181 | 
| Psi | 96/106 | 
| Healing Factor | 1.4611689881047 | 
| Regeneration | 7.3789033899288 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -6.6613381477509E-14% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| Infravision | 5 | 
| See Stealth | 29.271521086458 | 
| See Invisible | 29.271521086458 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 141 | 
| Accuracy | 36 | 
| Crit Chance | 22% | 
| APR | 37 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 14 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 23 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +12% | 
| All | 0% | 
| Physical | +19% | 
| Mind | +4% | 
| Nature | +5% | 
Offense: Damage Penetration
| Physical | +5% | 
| Acid | +35% | 
| Darkness | +5% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 29.292304923968 (87.807182003187%) | 
| Defense | 18 | 
| Ranged Defense | 18 | 
| Fatigue | 11 | 
| Physical Save | 46 | 
| Spell Save | 21 | 
| Mental Save | 21 | 
Defense: Resistances
| Nature | + 18%( 70%) | 
| Darkness | + 24%( 70%) | 
| Light | + 24%( 70%) | 
| Temporal | + 15%( 70%) | 
| Cold | + 31%( 70%) | 
| Fire | + 27%( 70%) | 
| Mind | + 18%( 70%) | 
| All | + 13%( 70%) | 
Defense: Immunities
| Pinning Resistance | 0% | 
| Stun Resistance | 20% | 
| Blind Resistance | 23% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 40% | 
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness.  | 
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 93.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 195 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 621% 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 Constitution stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 57 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat.  | 
Class Talents
| Technique / Berserker's strength | 1.30 | 
  | 5/5 | 
  | 3/5 | 
  | 1/5 | 
  | 2/5 | 
| Technique / Bloodthirst | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
| Technique / Combat techniques | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 2/5 | 
| Technique / Two-handed assault | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 3/5 | 
  | 2/5 | 
| Technique / Combat veteran | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.30 | 
  | 1/5 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Combat training | 1.30 | 
  | 4/5 | 
  | 5/5 | 
  | 0/5 | 
  | 2/5 | 
  | 5/5 | 
  | 0/5 | 
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active | 
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5.  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Skate (+1 level(s)).  | done | 
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)).  | done | 
You failed to protect the lost warrior from death by Arodhekira the giant black ant. Escort: lost warrior (level 3 of Old Forest) | failed | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | 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 Possessed.  | done | 
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: * '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 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 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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed green worm. * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed length of troll intestine.  | active | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
Equipment
| On feet |  pair of dwarven-steel boots 'Aerisaharachik' (10 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +25% acid ----- def ----- Armour +4 Defense +10 (+6 eff.) Fatigue -4% Resists +3% light +3% temporal Phys.save +6 (+2 eff.) Die.at -60.00 life Heal.mod +10% ---------- misc Max.enc +25 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- 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.  | 
| On head |  Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.  | 
| Tool |  Dourrend [power 116]  (11 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% acid Res.pen +5% darkness +10% acid On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Resists +3% darkness Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 11 cooldown 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
| On fingers |  Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-5 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward.  | 
| On fingers |  copper opal ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +7 Str +2 Dex +2 Mag +2 Wil +2 Cun +6 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great!  | 
| Around waist |  Xanira the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +10.00% Dmg.mod +9% physical On Hit (Melee): * 10% chance to reduce armor by 18% ----- def ----- Die.at -40.00 life HP.reg +0.80 Heal.mod +11% A belt that goes around your waist.  | 
| In main hand |  Drake's Bane (156% power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 156% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide.  | 
| On hands |  hardened leather gloves 'Tundranail' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +3 Dex dps ---------- Melee+ 8 mind 7 nature Dmg.mod +6% acid +4% mind +5% nature Acc +7 (+3 eff.) Apr +9 On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Armour +2 Resists +21% cold +6% mind +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 14 cooldown Level 3.0 Pwr.cost 14 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). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Main armor |  Mardarain (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +2 Mag ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +17% fire Phys.save +9 (+3 eff.) Die.at -80.00 life Max.HP +40.00 HP.reg +4.00 A suit of armour made of mail.  | 
| Cloak |  Relgaregostir (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Phys.crit +4.0% Res.pen +5% physical Phasing +20% ----- def ----- Defense +1 (+1 eff.) ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  starlit copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% light +10% darkness Blind- +23% Amulets make your neck look great!  | 
Inventory
 copper amulet 'Brenintir'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 16 * 20% chance to reduce armor by 18% ----- def ----- Resists +9% lightning +6% physical +3% cold ---------- misc Stam/turn +0.40 Amulets make your neck look great!  | 
 copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great!  | 
 restful copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great!  | 
 gold amulet0.1 T3 amulet jewelry [Normal] Amulets make your neck look great!  | 
 steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +26% ---------- misc Infravis +3 See.Stealth +9 See.Invis +7 Rings make your fingers look great!  | 
 Velassra the Dimmark (111% power, 3 apr, arcane element) =6mag14wil=5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Mag +14 Wil +5 Cun +2 Con dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) S.pwr/crit +7 Dmg.mod +15% arcane Res.pen +5% lightning ---------- misc Max.P.En +5.00 Max.N.En +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 Hettedir the Pitchresolve (124% power, 1 apr) =4dex3wil3con=3.0 T1 battleaxe 2H weapon [Rare] Master Power 124% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Dex +3 Wil +3 Con dps ---------- Melee Ret 4 darkness ---------- misc See.Invis +6 Massive two-handed battleaxes.  | 
 Yarazor the iron battleaxe (107% power, 1 apr) =2cun2wil=3.0 T1 battleaxe 2H weapon [Rare] Psionic Power 107% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 mind On Hit: * 19% chance to reduce all saves and defense by 16 While equipped: Stats +3 Cun +2 Wil ----- def ----- Resists +3% mind Spell.save +12 (+6 eff.) Mind.save +3 (+2 eff.) Disarm- +10% Massive two-handed battleaxes.  | 
 Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.6 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by a temporary damage shield there is 51% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it!  | 
 truestriking dwarven-steel greatsword of crippling (142% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Master Power 142% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Res.pen +12% physical Acc +10 (+4 eff.) Apr +7 Massive two-handed swords.  | 
 Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments.  | 
 Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm.  | 
 Eye of Summer (94% power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Fire Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete.  | 
 Surefire4.0 T1 longbow 2H weapon [Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it.  | 
 Polinor the Blazefame4.0 T3 longbow 2H weapon Reqs Dex 24 [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +38 fire While equipped: Stats +4 Dex +4 Wil +7 Con dps ---------- All.spd +10% Dmg.mod +9% light Res.pen +15% fire Melee Ret 4 light Longbows are used to shoot arrows at your foes.  | 
 enhanced yew longbow of acid =8ALLSTATS=4.0 T3 longbow 2H weapon Reqs Dex 24 [Ego+] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +9 acid While equipped: Stats +5 Str +9 Dex +8 Mag +8 Wil +9 Cun +8 Con dps ---------- Dmg.mod +20% acid Longbows are used to shoot arrows at your foes.  | 
 Emelunor the rough leather sling =8con=4.0 T1 sling 1H weapon [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +8 Con dps ---------- Phys.crit +3.0% ----- def ----- Resists +9% nature ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 78 life over 5 turns Puts all charms on 14 cooldown Slings are used to hurl stones or metal shots at your foes.  | 
 Torulin the rough leather sling4.0 T1 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Proj.spd +200% While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +11% physical Acc +20 (+7 eff.) ----- def ----- Phys.save +6 (+2 eff.) ---------- misc Max.stam +30.00 Max.hate +8.00 Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes.  | 
 iron steamgun of enduring =6wil6con=4.0 T1 steamgun 1H weapon Reqs Steam Pool [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +6 Con +6 Wil ----- def ----- Max.HP +15.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 iron shield 'Dimquencher' (0 def, 2 armour, 19.5 block) =5str2dex=7.0 T1 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Str +2 Dex +1 Mag dps ---------- Acc +7 (+3 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Armour +2 Fatigue +8% Resists +3% blight ---------- misc Talents +1 Block Handheld deflection devices.  | 
 Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+7 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 31.10 to 38.87 physical damage (based on Willpower and Cunning) with knockback. Uses 7 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force.  | 
 Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+10 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes.  | 
 focusing cashmere robe of corrosion (+18%) (0 def, 0 armour) =4mag=2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Dmg.mod +12% acid ----- def ----- Resists +18% acid +11% all ---------- misc Mana/turn +0.10 Psi/turn +0.21 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+7 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.  | 
 Noonlash the steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +3% acid +6% light Res.pen +10% acid ----- def ----- Armour +9 Fatigue +22% Resists +15% fire +5% arcane +12% nature Mind.save +14 (+7 eff.) A suit of armour made of metal plates.  | 
 blurring rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +9 (+5 eff.) Resists +6% blight Stealth +5 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist.  | 
 spiritwalker's rough leather belt of burglary =4dexmagcun=1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Mag +4 Cun +6 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +7 Mana/turn +0.16 Max.mana +23.00 Infravis +3 A belt that goes around your waist.  | 
 spiritwalker's rough leather belt of magery1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +4 Wil +8 Mag dps ---------- Spell.crit +4% ---------- misc Mana/turn +0.11 Max.mana +23.00 A belt that goes around your waist.  | 
 Frozenorder the hardened leather belt =4cun7mag=1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Cun +7 Mag dps ---------- Melee Ret 8 cold ----- def ----- Resists +7% lightning +8% temporal +6% mind A belt that goes around your waist.  | 
 blurring hardened leather belt of burglary1.0 T3 belt armor [Ego+] Master While equipped: Stats +5 Dex +4 Cun +5 Lck ----- def ----- Defense +9 (+5 eff.) Stealth +14 ---------- misc T.Disarm +5 Infravis +3 A belt that goes around your waist.  | 
 Branoldir the linen cloak (1 def, 0 armour) =1mag2wiwl=2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Str +1 Mag +2 Wil dps ---------- Mind.crit +2% ----- def ----- Defense +1 (+1 eff.) Mind.save +7 (+4 eff.) ---------- misc See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 enveloping kruk cloak (6 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Master While equipped: ----- def ----- Defense +6 (+4 eff.) Phys.save +7 (+2 eff.) A stylish kruk-style cloak, to look awesome.  | 
 Betinn the cashmere cloak (2 def, 0 armour) =2dex8wil2cun=2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +8 Wil +2 Cun dps ---------- Mind.pwr +20 (+10 eff.) Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Defense +2 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Emelema the pair of rough leather boots (0 def, 1 armour) =4dex=2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +4 Dex +1 Con +6 Lck dps ---------- Phys.crit +3.0% ----- def ----- Armour +1 Spell.save +12 (+6 eff.) Stealth +6 ---------- misc Light +2 A pair of boots made of leather.  | 
 Loamripper the pair of rough leather boots (0 def, 1 armour) =4dex3cun=2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +6 Lck dps ---------- Mind.pwr +20 (+10 eff.) Res.pen +10% nature Melee Ret 2 mind ----- def ----- Armour +1 Stealth +6 A pair of boots made of leather.  | 
 pair of rough leather boots 'Earthdream' (0 def, 1 armour) =2cun3wil=2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil ----- def ----- Armour +1 Resists +3% nature +3% darkness Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) ---------- misc Light +3 Infravis +1 A pair of boots made of leather.  | 
 Airoath the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Cun +3 Wil dps ---------- Dmg.mod +12% mind ----- def ----- Armour +3 Fatigue -3% Resists +3% lightning Phys.save +6 (+2 eff.) ---------- misc Max.enc +22 Hate/m.crit +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Harigas the Taintoath (0 def, 3 armour) =3mag2wil3cun=3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Mag +2 Wil +3 Cun dps ---------- Res.pen +5% nature ----- def ----- Armour +3 Fatigue +2% Resists +3% fire Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +1 See.Invis +18 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Scaldreeve the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +3% cold +6% fire Res.pen +5% cold ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +15% fire Phys.save +11 (+3 eff.) Mind.save +11 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 blood-soaked pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Apr +4 ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 pair of dwarven-steel boots 'Starsever' (0 def, 4 armour) =3wil3mag=3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Dmg.mod +9% nature Res.pen +5% light ----- def ----- Armour +4 Fatigue +3% Resists +6% temporal +9% nature +6% light ---------- misc Light +2 Blink to a nearby random location (rad 8) Puts all charms on 18 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 6 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 31.35 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch.  | 
 Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+2 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings.  | 
 radiant hardened leather gloves of magic (+3) (0 def, 2 armour) =3mag=1.0 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 8 light Dmg.mod +6% arcane +5% light ----- def ----- Armour +2 Resists +6% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Cloudcut the cashmere wizard hat (2 def, 0 armour) =4mag=2.0 T3 head armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +9% lightning Res.pen +20% lightning +25% light +5% acid Melee Ret 8 light ----- def ----- Defense +2 (+2 eff.) Spell.save +9 (+4 eff.) A pointy cloth hat, very wizardly...  | 
 Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 11 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 24.81 to 74.43 lightning damage (49.62 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms.  | 
 Rhymas (0 def, 1 armour) =8mag=2.0 T1 head armor [Rare] Master While equipped: Stats +8 Mag +3 Con dps ---------- S.pwr/crit +10 ----- def ----- Armour +1 Fatigue +1% ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Max.vim +10.00 A cap made of leather.  | 
 Salogarille (1 def, 4 armour) =3dex2mag=2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Dex +2 Mag dps ---------- Crit.mult +5.00% On Hit (Melee): * 10% chance to reduce armor by 18% ----- def ----- Armour +4 Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) ---------- misc Stam/turn +1.00 A pointy cloth hat, very wizardly...  | 
 stabilizing rough leather cap of constitution (+3) (0 def, 1 armour) =3con=2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+3 eff.) A cap made of leather.  | 
 thaloren rough leather cap of constitution (+3) (0 def, 1 armour) =3wil3con=2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Con +3 Wil ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Mind.save +6 (+3 eff.) A cap made of leather.  | 
 Arthurabar the Shadeglean (2 def, 0 armour) =5wil=2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil ----- def ----- Defense +2 (+2 eff.) Resists +9% mind +6% darkness Crit.dmg- 15.00% Phys.save +7 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +3 (+2 eff.) Stun/Frz- +20% A pointy cloth hat, very wizardly...  | 
 Blindbolt (2 def, 0 armour) =7wil=2.0 T3 head armor [Rare] Master While equipped: Stats +7 Wil dps ---------- Dmg.mod +3% lightning +3% light Res.pen +20% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Defense +2 (+2 eff.) Phys.save +8 (+2 eff.) ---------- misc Light +3 A pointy cloth hat, very wizardly...  | 
 Airstreak the iron helm (0 def, 3 armour) =4dex=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +4 Dex +1 Mag ----- def ----- Armour +3 Fatigue +5% Resists +12% lightning ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Eremayon the Deepsquick (0 def, 3 armour) =4str4wil=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +4 Wil dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +6% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Armour +3 Fatigue +5% Resists +3% mind +6% physical +6% light +6% darkness Phys.save +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Glowfiend (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +3 Con dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +2% physical Phys.save +3 (+1 eff.) ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Urtherogen (30 def, 7 armour) =water=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str ----- def ----- Armour +7 Defense +30 (+16 eff.) Fatigue +5% Resists +6% cold ---------- misc Stam/turn +2.00 Breathe water 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.  | 
 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+0 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.  | 
 6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 8 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.  | 
 6 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.  | 
 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+1 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.  | 
 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.  | 
 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.  | 
 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.  | 
 105 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.  | 
 Emeliwyn the brass lantern =2str3con=2.0 T1 lite [Rare] Arcane While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +12% blight Res.pen +5% blight Melee Ret 12 fire ----- def ----- Resists +6% fire ---------- 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.  | 
 brass lantern 'Belyvena' =5CON=2.0 T1 lite [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +6% acid Melee Ret 8 acid ----- def ----- Resists +6% fire ---------- misc Light +6 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.  | 
 brass lantern 'Corpsehunter'2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% temporal +6% mind +6% nature Res.pen +10% nature Melee Ret 6 acid ----- def ----- Resists +3% temporal ---------- 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.  | 
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 18 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 50.74 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 50.74 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light.  | 
 Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood.  | 
 Mardegorn the iron pickaxe (dig speed 30 turns) =6str2dex=3.0 T1 digger tool [Rare] Master While equipped: Stats +6 Str +2 Dex dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% Melee Ret 4 blight ----- def ----- Crit.dmg- 15.00% ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 iron pickaxe 'Dagudin' (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex +1 Mag +1 Wil +2 Cun dps ---------- Mind.pwr +10 (+5 eff.) Res.pen +10% mind Acc +3 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 7 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 71.37 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.  | 
 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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 21 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected.  | 
 Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 140 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.  | 
 Glitterstalker the steel torque of clear mind [power 2]  (18 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +5% light +5% temporal ----- def ----- Resists +3% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 18 cooldown 100% to increase all damage by 12% for 2 turns. 100% to heal for 43. 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers.  | 
 focusing elm wand of lightning storm [power 110]  (11 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 11 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Sparkobeisance the yew wand of shielding [power 272]  (14 cooldown) =6cun=2.0 T3 wand charm [Rare] Arcane While equipped: Stats +6 Cun dps ---------- Mind.crit +1% Crit.mult +10.00% Res.pen +10% mind ----- def ----- Resists +9% lightning ---------- misc Max.hate +2.00 Create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 cooldown 100% to heal for 34. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
Achievements
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Laylette the Cornac Berserker level 22
12nd Regrowth 123rd year of Ascendancy at 00:21 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Laylette the Cornac Berserker level 10
6th Haze 122nd year of Ascendancy at 08:24 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Laylette the Cornac Berserker level 20
3rd Decay 122nd year of Ascendancy at 13:10 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Laylette the Cornac Berserker level 19
69th Haze 122nd year of Ascendancy at 01:05 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Laylette the Cornac Berserker level 8
74th Dusk 122nd year of Ascendancy at 22:44 see stats
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Laylette the Cornac Berserker level 8
78th Dusk 122nd year of Ascendancy at 00:13 see stats
Log
Laylette is suffering from insomnia.
Velirin the gigantic sandworm tunneler hits Laylette for 76 physical, 15 lightning, 12 cold, 19 physical (121 total damage).
Velirin the gigantic sandworm tunneler strikes Laylette with hidden blades!
Velirin the gigantic sandworm tunneler's Beyond the Flesh performs a melee critical strike against Laylette!
Velirin the gigantic sandworm tunneler's Beyond the Flesh hits Laylette for 126 physical, 19 physical (145 total damage).
Velirin the gigantic sandworm tunneler hits Laylette for 11 physical, 19 physical (30 total damage).
Berserker Rage's rage awakens!
LIFE LOST WARNING!
Keyboard input temporarily disabled.
You are asleep and unable to move!
Laylette uses Blinding Speed.
Laylette speeds up.
Laylette uses Adrenaline Surge.
Laylette feels a surge of adrenaline.
You are asleep and unable to move!
Velirin the gigantic sandworm tunneler uses Telekinetic Smash.
Velirin the gigantic sandworm tunneler performs a melee critical strike against Laylette!
Laylette is no longer sleeping.
Velirin the gigantic sandworm tunneler hits Laylette for 79 physical, 15 lightning, 12 cold, 19 physical, 144 physical, 19 physical (286 total damage).
Velirin the gigantic sandworm tunneler's Beyond the Flesh performs a melee critical strike against Laylette!
LIFE LOST WARNING!
Velirin the gigantic sandworm tunneler's Beyond the Flesh hits Laylette for 75 physical, 19 physical (93 total damage).
Velirin the gigantic sandworm tunneler rushes out!
Velirin the gigantic sandworm tunneler performs a melee critical strike against Laylette!
Laylette is dazed!
Velirin the gigantic sandworm tunneler hits Laylette for 106 physical damage.
Laylette the level 23 cornac berserker was ground to death by Velirin the gigantic sandworm tunneler on level 3 of Old Forest.
Laylette's rage subsides!







































































































