











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.0Donators/Buyers bonus! QuickTome QoL Changes 1.7.0Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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: Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 ZOmnibus Addon Pack 1.7.0Combines 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 Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes: 
 Plenum Tooltip Custom Edit 1.7.0Plenum 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: Tinker Implants in Shops 1.5.10This addon will add tinker implants and schematics into infusion and rune stores. Orcs DLC required, of course Qlass Pack 1.6.7Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: 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 Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Adventure | 
| Sex | Male | 
| Race | Halfling | 
| Class | Bladebender | 
| Level / Exp | 24 / 22% | 
| Size | medium | 
| Lifes / Deaths | Killed by Eilinariana the greater faeros at level 23 on the 24th Dusk 122nd year of Ascendancy at 02:55 3 / 3Killed by Vorilrabeth the forest wight at level 24 on the 26th Dusk 122nd year of Ascendancy at 00:28 Killed by Vorilrabeth the forest wight at level 24 on the 26th Dusk 122nd year of Ascendancy at 01:14  | 
Primary Stats
| Strength | 7 (base 10) | 
| Dexterity | 35 (base 28) | 
| Constitution | 13 (base 10) | 
| Magic | 14 (base 10) | 
| Willpower | 57 (base 50) | 
| Cunning | 53 (base 36) | 
Resources
| Life | 829/829 | 
| Psi | 147/147 | 
| Steam | 100/100 | 
| Healing Factor | 1.2483363011315 | 
| Regeneration | 17.788792291124 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -66.666666666667% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| Infravision | 5 | 
| See Stealth | 34.470023594311 | 
| See Invisible | 34.470023594311 | 
Offense: Mainhand
| Damage | 44 | 
| Accuracy | 54 | 
| Crit Chance | 43% | 
| APR | 31 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 21 | 
| Accuracy | 54 | 
| Crit Chance | 39% | 
| APR | 27 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 21 | 
| Crit Chance | 15% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 55 | 
| Crit Chance | 20% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +9% | 
| Physical | +18% | 
| Cold | +12% | 
| All | 0% | 
| Darkness | +5% | 
| Light | +10% | 
| Mind | +5% | 
| Lightning | +15% | 
| Fire | +3% | 
| Nature | +4% | 
Offense: Damage Penetration
| Physical | +15% | 
| Lightning | +10% | 
| Mind | +10% | 
| Darkness | +30% | 
Defense: Base
| Armour (hardiness) | 27 (49.007671158813%) | 
| Defense | 68 | 
| Ranged Defense | 68 | 
| Fatigue | 0 | 
| Physical Save | 26 | 
| Spell Save | 26 | 
| Mental Save | 35 | 
Defense: Resistances
| Acid | + 36%( 70%) | 
| Physical | + 51%( 70%) | 
| Cold | + 28%( 70%) | 
| All | + 9%( 70%) | 
| Darkness | + 23%( 70%) | 
| Light | + 36%( 70%) | 
| Temporal | + 14%( 70%) | 
| Mind | + 14%( 70%) | 
| Nature | + 14%( 70%) | 
Defense: Immunities
| Disarm Resistance | 100% | 
| Bleed Resistance | 0% | 
| Teleport Resistance | 10% | 
| Instadeath Resistance | 100% | 
| Stun Resistance | 20% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 348 life over 5 turns. Its effects scale with your Willpower stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 571% 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 Willpower stat.  | 
Class Talents
| Psionic / Blade bending | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Psionic / Projection | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Psionic / Blade defense | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
| Psionic / Blade offense | 1.50 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
Generic Talents
| Steamtech / Physics | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 4/5 | 
  | 1/5 | 
  | 0/5 | 
| Race / Halfling | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Psionic / Augmented mobility | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Steamtech / Chemistry | 1.00 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 1/5 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
  | 1/5 | 
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity | 
Quests
You failed to protect the lost sun paladin from death by Isessra the black mamba. Escort: lost sun paladin (level 4 of Old Forest) | failed | 
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology.  | done | 
You failed to protect the repented thief from death by fire drake. Escort: repented thief (level 1 of Daikara) | failed | 
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)).  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | active | 
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 | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population.  | active | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died.  | done | 
Equipment
| Psionic focus |  arcing steel dagger of massacre (115% power, 6 apr) 1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 115% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage * splashes acid on your target dealing 36 damage and reducing their armor Sharp, short and deadly.  | 
| On hands |  dwarven-steel gauntlets 'Brenegen' (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 7 nature 5 acid Dmg.mod +4% nature +6% acid Acc +6 (+2 eff.) ----- def ----- Armour +4 Fatigue +3% Resists +6% acid +2% physical +6% nature +5% darkness Disarm- +10% ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Light source |  Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(114 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide.  | 
| On head |  Gemita the Cleansepall (12 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Defense +12 (+3 eff.) Resists +18% cold Max.HP +100.00 HP.reg +4.00 Stun/Frz- +20% Teleport- +10% A pointy cloth hat, very wizardly...  | 
| On feet |  Polotira (15 def, 11 armour)2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +11 Defense +15 (+4 eff.) Fatigue -6% Resists +6% mind +6% temporal Phys.save +9 (+5 eff.) Max.HP +100.00 ---------- misc Max.enc +28 Light +3 A pair of boots made of leather.  | 
| Tool |  Glorywen [power 25]  (17 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Dmg.mod +3% acid +3% physical ----- def ----- Resists +9% acid HP.reg +2.00 Disease- +10% ---------- misc Stam/turn +3.00 Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers.  | 
| On fingers |  mule's copper ring of the mountain (+10%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Fatigue -4% Resists +10% physical ---------- misc Max.enc +21 Rings make your fingers look great!  | 
| On fingers |  Ravenkarma the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +6 (+2 eff.) Res.pen +20% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 27% ----- def ----- Defense +6 (+1 eff.) Resists +3% cold Max.HP +41.00 HP.reg +8.00 Heal.mod +12% Rings make your fingers look great!  | 
| Around neck |  copper amulet 'Veluriamira'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +2 Cun +1 Con dps ---------- Phys.pwr +5 (+1 eff.) Mind.pwr +15 (+5 eff.) Res.pen +5% physical Acc +25 (+7 eff.) ----- def ----- Armour +4 Amulets make your neck look great!  | 
| In main hand |  Umbral Razor (129% power, 10 apr) 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 45% Dex, 10% Mag, 45% Str Dmg Physical Mastery Dagger Mastery 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. * splashes acid on your target dealing 34 damage and reducing their armor While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 13 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 67.12 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.  | 
| Around waist |  Tempestsweeper the hardened leather belt1.0 T3 belt armor [Random Unique] Master/Psionic While equipped: Stats +1 Wil dps ---------- Phys.pwr +4 (+1 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +15% lightning +3% fire Res.pen +10% lightning ----- def ----- Phys.save +7 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +5 (+2 eff.) Max.HP +63.00 ---------- misc Size +1 A belt that goes around your waist.  | 
| In off hand |  Elenyleg the steel dagger (121% power, 6 apr) 1.0 T2 dagger 1H weapon [Random Unique] Nature/Master Power 122% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 nature On Hit: * splashes acid on your target dealing 36 damage and reducing their armor While equipped: Stats +1 Con dps ---------- Crit.mult +5.00% Acc +7 (+2 eff.) Melee Ret 6 physical ----- def ----- Defense +7 (+2 eff.) Resists +2% physical Disarm- +22% Sharp, short and deadly.  | 
| Cloak |  Bogbreacher (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.crit +1% Crit.mult +15.00% Mind.pwr +10 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  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 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) ---------- misc Masteries +0.20 Psionic/Blade offense Send out a range 5 beam of kinetic energy, dealing 48.77 to 60.97 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.  | 
Inventory
 medical injector implant of the psychic (efficiency 163% / cooldown 83%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 163% efficiency and cooldown mod of 83%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 healing infusion of the duelist (heal 111; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 111 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 healing infusion of the psychic (heal 157; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 157 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 healing infusion of the warrior (heal 55; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 55 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.  | 
 movement infusion of the warrior (speed 424%; cd 15)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 424% 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 Strength 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  | 
 movement infusion of the wizard (speed 500%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 500% 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  | 
 shatter afflictions rune of the titan (absorb 50; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd 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 50 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Helps keep your feet on the ground, but still allows mobility. Requires talents: - Mechanical (2) _tRequires ingredients: - lump of iron (4) Example Item: iron kinetic stabiliser 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +3 (+2 eff.) Pinning- +5% Knockbk- +5% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that steels your body for a while, letting you survive below 0 life while increasing resistances. To be used with the medical injector implant. Requires talents: - Therapeutics (1) _tRequires ingredients: - sandworm tooth (2) - stack of herbs (viperweed) (3) Example Item: simple pain suppressor salve [power 108] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -108 life and reduces all damage by 11% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 7 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] In addition to making a weapon look more fancy, it also makes it more deadly against undead and other nasties. Requires talents: - Smith (3) _tRequires ingredients: - lump of iron (2) Example Item: iron silver filigree 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +7% Undead +7% Demon +7% Horror Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Adding metal spikes to anything makes it more dangerous. (and also unwieldy and inconvenient) Requires talents: - Smith (1) _tRequires ingredients: - lump of iron (3) Example Item: iron spike attachment 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Dismantle any one handed sword/axe/mace, add some amazing steampower to it and make a powerful steamsaw to shred your foes to pieces! Requires talents: - Smith (2) - Mechanical (1) _tRequires ingredients: - lump of iron (7) _tRequires: - a one handed sword/axe/mace (not unique, without a special damage type) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that makes you more resilient to physical, mental and magic effects and grants increased healing. To be used with the medical injector implant. Requires talents: - Therapeutics (5) _tRequires ingredients: - stack of herbs (viperweed) (3) - minotaur nose (1) _tRequires items: - frost salve - water salve - fiery salve Example Item: simple unstoppable force salve [power 26] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Increases all saves by 26 and healing factor by half Puts Talent Medical Injector on 12 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Just drop it down and watch the sparks fly when your enemies get near. Requires talents: - Mechanical (1) - Electricity (4) _tRequires ingredients: - lump of iron (3) Example Item: iron voltaic sentry 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Voltaic Sentry Effective talent level: 1.0 Use mode: Activated Steam cost: 20 Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Place an electrically charged sentry device at a location. Every turn it will fire a bolt of electricity at a nearby enemy. The bolts do 30.61 lightning damage. The sentry has 260 life and lasts 10 turns. Damage, life, resists, and armor scale with your Steampower. Damage and penetration are inherited from the creator. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that releases electricity on impact. Requires talents: - Explosives (2) - Electricity (2) _tRequires ingredients: - stack of herbs (viperweed) (1) - lump of iron (3) Example Item: crude voltaic shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Voltaic Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special voltaic shot with your steamgun(s) at a target for 100% weapon damage as lightning. The shot will release powerful electrical currents at up to 1 nearby enemies. Each bolt does 79.39 lightning damage. This talent does not use ammo as it is the ammo. Bolt damage scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 warrior's copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great!  | 
 Gloomwill the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness +12% cold ----- def ----- Resists +6% blight +6% nature +3% darkness Spell.save +3 (+1 eff.) Poison- +13% Disease- +11% Rings make your fingers look great!  | 
 copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+2 eff.) Rings make your fingers look great!  | 
 wizard's copper ring of tenacity0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Max.HP +20.00 Disarm- +21% Pinning- +20% Knockbk- +23% Rings make your fingers look great!  | 
 Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you?  | 
 Hukath (107% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 107% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+3 eff.) Apr +2 ----- def ----- Defense +26 (+6 eff.) Disarm- +20% Sharp, short and deadly.  | 
 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 Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 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.  | 
 arcing iron dagger of massacre (112% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 112% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage Sharp, short and deadly.  | 
 iron dagger (98% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 99% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly.  | 
 iron dagger (102% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 102% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly.  | 
 iron dagger (100% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 100% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly.  | 
 Glitterwasp (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid +12% physical Res.pen +10% light Melee Ret 6 acid ----- def ----- Resists +3% acid +12% physical +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Nerynor the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +15% blight Res.pen +5% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Resists +18% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 linen robe of the mountain (+10%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Resists +7% all +10% physical A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 cashmere robe 'Ichorwinter' (5 def, 5 armour)2.0 T3 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +3 Wil +8 Mag dps ---------- Spell.pwr +8 (+4 eff.) S.pwr/crit +4 Dmg.mod +13% light +15% nature Melee Ret 4 nature ----- def ----- Armour +5 Defense +5 (+1 eff.) Resists +22% nature +17% darkness +11% light +11% all Max.HP +40.00 Poison- +10% Silence- +23% ---------- misc Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Daimigas the Nightblight (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +25% fire On Hit (Melee): * 20% chance to reduce damage dealt by 27% * 20% chance to reduce armor by 22% ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +9% darkness Max.HP +24.00 A suit of armour made of mail.  | 
 Fogrebel1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +15% Summoned Melee Ret 2 darkness ----- def ----- Defense +15 (+4 eff.) D.Red.from +19% Summoned Max.HP +60.00 Cut- +20% A belt that goes around your waist.  | 
 Weepvile1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid Res.pen +5% light On Hit (Melee): * 10% chance to slow global speed by 61% * 10% chance to reduce armor by 22% ----- def ----- Resists +6% fire +5% cold A belt that goes around your waist.  | 
 rough leather belt 'Loritoroddarab'1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Resists +6% lightning +6% temporal ---------- misc See.Invis +6 A belt that goes around your waist.  | 
 Hanyrethad the Flowerstinger1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +10% physical Melee Ret 6 nature ----- def ----- Armour +7 Defense +19 (+5 eff.) Resists +3% physical Phys.save +16 (+8 eff.) A belt that goes around your waist.  | 
 Adirin the Skylady (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- On Hit (Melee): * 10% chance to slow global speed by 61% * 10 arcane resource burn ----- def ----- Defense +1 (+0 eff.) Resists +3% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Gleamblur the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex +3 Wil +1 Cun ----- def ----- Armour +1 Fatigue -5% Resists +6% light Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 A pair of boots made of leather.  | 
 Gloomcut the pair of rough leather boots (5 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Res.pen +20% darkness ----- def ----- Armour +1 Defense +5 (+1 eff.) Resists +5% lightning +6% temporal +3% darkness A pair of boots made of leather.  | 
 Hathorachik the Noonrebel (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Spell.pwr +4 (+2 eff.) Dmg.mod +6% blight Apr +1 Melee Ret 8 light On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Armour +1 Resists +6% light Die.at -20.00 life A pair of boots made of leather.  | 
 pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- 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.  | 
 Eledhevena the Blindwasp (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +18% darkness Melee Ret 6 cold On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Armour +4 Fatigue +3% Resists +9% fire +9% darkness +11% cold 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 'Getyrokath' (4 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +2.0% ----- def ----- Armour +4 Defense +4 (+1 eff.) Fatigue +3% Resists +3% cold Phys.save +3 (+2 eff.) Die.at -80.00 life Confus- +20% Evasion: (Instant) Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 rough leather gloves 'Adetira' (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 cold Dmg.mod +4% cold ----- def ----- Armour +1 Resists +8% cold +5% arcane +1% physical ---------- misc Psi/ret +0.12 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.  | 
 iron gauntlets 'Snowlore' (0 def, 6 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +3% acid +3% physical On Hit (Melee): * 10 arcane resource burn * 20% chance to slow global speed by 61% * 10% chance to reduce armor by 22% ----- def ----- Armour +6 Fatigue +1% Resists +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Bethydanne the rough leather cap (0 def, 5 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +5 Fatigue +1% Resists +3% acid Die.at -60.00 life Heal.mod +5% Teleport- +10% A cap made of leather.  | 
 Galespire (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Mind.pwr +15 (+5 eff.) Res.pen +5% mind Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning ---------- misc Hate/m.crit +4.00 Max.hate +2.00 A cap made of leather.  | 
 iron helm 'Nighttrial' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +3% lightning +6% darkness +3% nature +6% cold +5% arcane +6% fire Max.HP +40.00 Cut- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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.  | 
 8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 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.  | 
 7 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.  | 
 4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 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.  | 
 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.  | 
 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 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.  | 
 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.  | 
 brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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 'Silora'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str +3 Dex +2 Cun ----- def ----- Defense +5 (+1 eff.) Max.HP +40.00 ---------- 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.  | 
 Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials.  | 
 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.  | 
 Voralrama (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +15% temporal ----- def ----- Crit.dmg- 10.00% ---------- misc Infravis +2 See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
Orb of Communication Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth.  | 
 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 20 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected.  | 
 Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 130 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.  | 
 extending iron torque of psionic shield [power 25]  (17 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 17 cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers.  | 
 iron torque of clear mind [power 1]  (17 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers.  | 
 Berogorab the elm wand of conjuration [power 105]  (10 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Dex +1 Mag ----- def ----- Defense +25 (+6 eff.) Resists +6% cold HP.reg +2.00 Fire a magical bolt dealing 114 acid damage Puts all charms on 10 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
Achievements
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Ryod the Halfling Bladebender level 12
2nd Dusk 122nd year of Ascendancy at 17:51 see stats
			Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.By Ryod the Halfling Bladebender level 22
22nd Dusk 122nd year of Ascendancy at 15:31 see stats
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Ryod the Halfling Bladebender level 10
1st Mirth 122nd year of Ascendancy at 11:23 see stats
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Ryod the Halfling Bladebender level 20
13rd Dusk 122nd year of Ascendancy at 16:14 see stats
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Ryod the Halfling Bladebender level 9
1st Mirth 122nd year of Ascendancy at 04:29 see stats
			Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.By Ryod the Halfling Bladebender level 24
25th Dusk 122nd year of Ascendancy at 23:30 see stats
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Ryod the Halfling Bladebender level 16
8th Dusk 122nd year of Ascendancy at 18:40 see stats
Log
Burning from Isatha the snow giant hits Gloromira the xorn for 16 fire damage.
Ryod evades Betythra the brown bear.
Ryod uses Infusion: Movement.
Ryod is moving at extreme speed!
Ryod is confused and fails to use Attack.
Belolralle the umber hulk uses Block.
Isatha the snow giant casts Flame.
Betythra the brown bear is on fire!
Isatha the snow giant hits Betythra the brown bear for 61 fire damage.
Isatha the snow giant hits Ryod for 115 fire damage.
Vorilrabeth the forest wight casts Flame.
Vorilrabeth the forest wight hits Betythra the brown bear for 111 fire damage.
Vorilrabeth the forest wight hits Ryod for 204 fire damage.
Ryod the level 24 halfling bladebender was roasted to death by Vorilrabeth the forest wight on level 4 of Daikara.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Vorilrabeth the forest wight killed Ryod!
Saving game...
Saving done.
Resting starts...
Talent Infusion: Wild is ready to use.
Talent Infusion: Movement is ready to use.
Talent Kinetic Aura is ready to use.
Talent Telekinetic Leap is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Luck of the Little Folk is ready to use.
Rested for 44 turns (stop reason: all resources and life at maximum).

























































































