
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon:     - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
    - Start a New Game.
    - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
    - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
    Operating Modes:     - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
    - Extra Points -> Gives many more points than vanilla in any difficulty
    - Cheatish -> Gives way more points than you'll ever need
    - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
    Optional Modes (These work alongside Operating Modes):     - None -> Nothing else than what chosen under Operating Modes
    - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
    - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
    POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3 
 
 
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 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: 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:
 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Items Vault 1.7.0Donators/Buyers bonus! Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This 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 | Male | 
| Race | Cornac | 
| Class | Brawler | 
| Level / Exp | 29 / 81% | 
| Size | medium | 
| Lifes / Deaths | Killed by Ce'Nelebeth the elven blood mage at level 29 on the 8th Allure 123rd year of Ascendancy at 14:34/ 1 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 70 (base 26) | 
| Dexterity | 62 (base 53) | 
| Constitution | 63 (base 10) | 
| Magic | 10 (base 10) | 
| Willpower | 34 (base 13) | 
| Cunning | 62 (base 47) | 
Resources
| Life | -453/1006 | 
| Stamina | 217/274 | 
| Equilibrium | 42 | 
| Healing Factor | 1.6546192134511 | 
| Regeneration | 18.614466151325 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Barehand
| Damage | 79 | 
| Accuracy | 57 | 
| Crit Chance | 19% | 
| APR | 48 | 
| Speed | 0.80 | 
Offense: Spell
| Spellpower | 3.3333333333333 | 
| Crit Chance | 17% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 37 | 
| Crit Chance | 17% | 
| Speed | 1 | 
Offense: Damage Bonus
| Physical | +22% | 
| Mind | +9% | 
| All | 0% | 
Offense: Damage Penetration
| Mind | +5% | 
| Physical | +27% | 
Defense: Base
| Armour (hardiness) | 17 (35.65183292883%) | 
| Defense | 54 | 
| Ranged Defense | 55 | 
| Fatigue | 1 | 
| Physical Save | 46 | 
| Spell Save | 52 | 
| Mental Save | 39 | 
Defense: Resistances
| Acid | + 24%( 70%) | 
| Blight | + 19%( 70%) | 
| Arcane | + 37%( 70%) | 
| All | + 10%( 70%) | 
| Lightning | + 16%( 70%) | 
| Physical | + 15%( 70%) | 
| Darkness | + 22%( 70%) | 
| Fire | + 16%( 70%) | 
| Nature | + 28%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Stun Resistance | 25% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use 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 524% 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. | 
| Infusions | Effective talent level: 1.0Infusion: Heroism Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -666 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1633 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 598 life over 5 turns. Its effects scale with your Constitution stat. | 
Class Talents
| Cunning / Tactical | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Technique / Combat techniques | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Finishing moves | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Technique / Grappling | 1.30 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Pugilism | 1.30 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| Technique / Combat veteran | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Unarmed discipline | 1.30 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Technique / Unarmed training | 1.30 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Antimagic | 1.45 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Conditioning | 1.30 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Mobility | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active | 
| Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth.Cleaning the trash Save our people and show the evildoers the wrongness of their way. Permanently. | active | 
| You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest.Escort: lost defiler (level 2 of Old Forest) As a reward you improved Willpower by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair.Escort: lost sun paladin (level 3 of Norgos Lair) As a reward you improved Strength by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest.Escort: lost sun paladin (level 4 of Old Forest) As a reward you improved Cunning by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Daikara.Escort: repented thief (level 2 of Daikara) As a reward you improved Cunning by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 3 of Trollmire.Escort: repented thief (level 3 of Trollmire) As a reward you improved Dexterity by +5. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 108. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists You have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed green worm. 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 naga tongue. * You've found the needed honey tree root. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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.' | active | 
| You have been invited to join a group called the Ziguranth, dedicated to opposing magic.The Curse of Magic | done | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active | 
| You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.The Sect of Kryl-Feijan They were trying to bring it back into the world using a human sacrifice. | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 3 lumberjacks have died. | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  Belyda the pair of hardened leather boots (0 def, 3 armour) 2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +3 Wil +2 Cun +9 Con dps ---------- Mind.pwr +7 (+3 eff.) Res.pen +7% physical ----- def ----- Armour +3 Resists +3% blight +5% arcane +6% darkness +9% acid Phys.save +12 (+4 eff.) Mind.save +13 (+4 eff.) Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 15 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. | 
| On hands |  scouring hardened leather gloves of butchering (0 def, 2 armour) 1.0 T2 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Acc +7 (+2 eff.) Apr +7 On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Resists +7% blight Spell.save +22 (+8 eff.) Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +3.0% Atk.spd 125% On Hit: * 14% chance to reduce armor by 8% * 12% chance to slow global speed by 51% * 15 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| 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 (+4 eff.) Mind.save +12 (+4 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 |  Cyrarin the dwarven-steel pickaxe (dig speed 7 turns) 3.0 T3 digger tool [Random Unique] Master While equipped: Stats +8 Str +1 Dex +5 Wil dps ---------- Crit.mult +13.00% Phys.pwr +7 (+2 eff.) Apr +12 ----- def ----- Resists +7% darkness +6% fire While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 5.2 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  steel ring 'Eliwen' 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Con dps ---------- Res.pen +20% physical Acc +9 (+3 eff.) Apr +11 ----- def ----- Defense +20 (+6 eff.) Resists +5% physical Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 156% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
| On fingers |  savage's copper ring of life 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +1 Con ----- def ----- Spell.save +11 (+4 eff.) Max.HP +49.00 HP.reg +7.00 Heal.mod +11% ---------- misc Max.stam +14.00 Rings make your fingers look great! | 
| Around neck |  vitalizing stralite amulet of perfection (0.25 Wild-gift / Harmony,0.25 Wild-gift / Antimagic) 0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +10 (+4 eff.) Max.HP +40.00 HP.reg +3.00 ---------- misc Masteries +0.25 Wild-gift/Harmony +0.25 Wild-gift/Antimagic Amulets make your neck look great! | 
| Main armor |  Nature's Blessing (8 def, 6 armour) 9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +38 (+12 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. | 
| Light source |  Eliwen 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str dps ---------- Crit.mult +20.00% Apr +1 ----- def ----- Max.HP +42.00 ---------- 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. | 
| Cloak |  Blazerock the cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Crit.mult +20.00% Dmg.mod +9% mind Acc +24 (+6 eff.) ----- def ----- Defense +2 (+0 eff.) Fatigue -5% Resists +6% lightning +6% acid Max.HP +60.00 ---------- misc Hate/m.crit +1.00 Max.stam +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around waist |  Arobrenor 1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Str dps ---------- Dmg.mod +12% physical Res.pen +5% mind ----- def ----- Die.at -80.00 life Max.HP +33.00 A belt that goes around your waist. | 
Inventory
|  healing infusion of the psychic (heal 113; 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 113 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 wizard (heal 78; cd 14) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 78 then cleanse 1 wound, poison, and disease effect. 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. | 
|  heroism infusion of the warrior (die at -394; dur 5; cd 26) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -394 life. The duration and life will increase by 1% for every 1% life you have lost (currently 965 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions | 
|  regeneration infusion of the titan (heal 355; 17 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 355 life over 5 turns. Its effects scale with your Constitution 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 | 
|  wild infusion of the sneak (res 29%; magical; dur 3; cd 14) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions | 
|  wild infusion of the warrior (res 30%; mental; dur 4; cd 13) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 | 
|  Prismatic Rune (6 turns; blight, physical, cold, temporal) 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 blight, 3 physical, 4 cold, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  biting gale rune (damage 115; dur 4; cd 19) 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 115.00 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  copper amulet 'Deluthel' 0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +3% blight +10% fire +5% arcane +11% cold Crit.chn- 5.00% Max.HP +40.00 Silence- +20% Teleport- +20% Amulets make your neck look great! | 
|  Fanged Collar 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. | 
|  gold amulet 'Woespawner' 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +25% nature Melee Ret 4 darkness ----- def ----- Resists +9% darkness +12% nature Heal.mod +16% Cut- +60% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 175 life. The life healed will increase with your Mindpower. Amulets make your neck look great! | 
|  restful gold amulet of murder 0.1 T3 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +12.00% Acc +6 (+2 eff.) Apr +12 ----- def ----- Fatigue -6% HP.reg +3.00 Amulets make your neck look great! | 
|  Arthedas the copper ring 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Dex +3 Mag +3 Cun dps ---------- Dmg.mod +10% mind On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Resists +10% mind Rings make your fingers look great! | 
|  Silygatha 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +11% nature ----- def ----- Armour +10 Resists +22% nature ---------- misc Stam/turn +3.00 Light +3 Rings make your fingers look great! | 
|  copper ring of nature (+20%) 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings make your fingers look great! | 
|  Tidestar the steel ring 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.pwr +15 (+4 eff.) ----- def ----- Defense +10 (+3 eff.) Fatigue -5% Resists +3% cold Die.at -80.00 life ---------- misc Max.enc +24 Rings make your fingers look great! | 
|  psionicist's steel ring of misery 0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Melee+ 10 physical Ranged+ 8 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 24 On Hit (Ranged): * 10% chance to reduce all saves and defense by 24 ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! | 
|  sneakthief's gold ring 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +7 Dex dps ---------- Acc +7 (+2 eff.) Rings make your fingers look great! | 
|  magelord's elven-wood magestaff of power (25-30 power, 5 apr, lightning element) 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +4% Spell.pwr +31 (+7 eff.) Melee+ 17 arcane Dmg.mod +25% lightning ---------- misc Max.mana +49.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  arcing voratun longsword of projection (42-59 power, 6 apr) 3.0 T5 longsword 1H weapon [Ego+] Arcane/Psionic Power 42.5 - 59.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, long, and deadly. | 
|  acidic dwarven-steel waraxe of corruption (20-27 power, 4 apr) 3.0 T3 waraxe 1H weapon [Ego+] Arcane Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: 20% Curse of Defenselessness 3 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 One-handed war axes. | 
|  Icy Kill (35-46 power, 10 apr) 1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. | 
|  Mercy (35-46 power, 9 apr) 1.0 T4 dagger 1H weapon [Unique] Psionic Power 35.0 - 45.5 Physical Uses 55% Dex, 45% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. | 
|  plaguebringer's stralite dagger of crippling (26-34 power, 9 apr) 1.0 T4 dagger 1H weapon [Ego++] Arcane/Master Power 26.5 - 34.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +11 blight On Hit: 20% Epidemic 4 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% ----- def ----- Disease- +19% Sharp, short and deadly. | 
|  Deepscast 4.0 T4 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +20 darkness +20 cold While equipped: Stats +9 Dex dps ---------- Res.pen +14% physical +20% arcane +20% cold Melee Ret 8 darkness ----- def ----- Resists +9% cold Longbows are used to shoot arrows at your foes. | 
|  cashmere robe 'Beliwyn' (0 def, 0 armour) 2.0 T3 cloth armor [Random Unique] Nature While equipped: Stats +4 Con dps ---------- Spell.crit +1% Dmg.mod +14% acid +8% nature +3% arcane Res.pen +15% blight ----- def ----- Resists +21% acid +8% blight +11% all Max.HP +57.00 HP.reg +2.20 Heal.mod +13% Poison- +29% Disease- +27% ---------- misc Vim/s.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  dreamer's elven-silk robe (0 def, 0 armour) 2.0 T5 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +17% darkness +16% mind +15% all Phys.save +11 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +30 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Zerylarek the cured leather armour (6 def, 10 armour) 9.0 T2 light armor [Rare] Nature While equipped: dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +7% Resists +7% acid +6% physical +6% temporal +9% blight +10% fire +7% lightning +5% cold HP.reg +2.00 Teleport- +20% A suit of armour made of leather. | 
|  hardened leather armour 'Nigar' (34 def, 12 armour) 9.0 T3 light armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Spell.pwr +25 (+6 eff.) ----- def ----- Armour +12 Defense +34 (+10 eff.) Fatigue +8% Resists +24% acid +12% mind Spell.save +18 (+6 eff.) Heal.mod +15% A suit of armour made of leather. | 
|  reinforced leather armour 'Glowwolf' (12 def, 7 armour) 9.0 T4 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Res.pen +10% light Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce armor by 8% ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +39% acid +15% light A suit of armour made of leather. | 
|  radiant dwarven-steel mail armour of the deep (3 def, 11 armour) 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +11 Defense +3 (+1 eff.) Fatigue +12% Resists +19% blight +9% cold +13% darkness +10% acid ---------- misc Light +2 Breathe water A suit of armour made of mail. | 
|  rejuvenating stralite mail armour of Eyal (4 def, 8 armour) 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Max.HP +43.00 HP.reg +9.40 Heal.mod +14% ---------- misc Stam/turn +1.30 A suit of armour made of mail. | 
|  Urthorig the voratun plate armour (0 def, 16 armour) 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Master/Psionic While equipped: Stats +5 Str +9 Wil +7 Cun +4 Con dps ---------- S.pwr/crit +2 Melee Ret 8 arcane ----- def ----- Armour +16 Fatigue +22% Resists +22% lightning Spell.save +9 (+3 eff.) Mind.save +19 (+6 eff.) Max.HP +70.00 ---------- misc Vim/s.crit +2.00 A suit of armour made of metal plates. | 
|  Delyleg 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Resists +9% fire HP.reg +0.70 Heal.mod +10% ---------- misc Light +3 A belt that goes around your waist. | 
|  rough leather belt 'Rimevenom' 1.0 T1 belt armor [Rare] Disrupt While equipped: dps ---------- Melee Ret 6 mind ----- def ----- Resists +6% acid +3% cold +6% blight Phys.save +3 (+1 eff.) Teleport- +20% A belt that goes around your waist. | 
|  Girdle of the Calm Waters 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. | 
|  Polodherin the hardened leather belt 1.0 T3 belt armor [Random Unique] Arcane/Nature While equipped: Stats +3 Con dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +6% arcane +3% mind ----- def ----- Resists +5% arcane +10% light +8% darkness Mind.save +7 (+2 eff.) Max.HP +37.00 ---------- misc Hate/m.crit +3.00 A belt that goes around your waist. | 
|  Vorath (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +6 Cun +2 Dex dps ---------- Phys.crit +1.0% Mind.crit +1% Phys.pwr +5 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +9% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  linen cloak 'Betith' (1 def, 6 armour) 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% acid +13% cold +3% light Mind.save +3 (+1 eff.) Heal.mod +10% Stun/Frz- +10% ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  thick kruk cloak of Iron Throne (0 def, 6 armour) 2.0 T1 cloak armor [Cosmetic Item] Master While equipped: Stats +1 Str +2 Con ----- def ----- Armour +6 Resists +13% cold A stylish kruk-style cloak, to look awesome. | 
|  Lightningtickler (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Mag +7 Wil +6 Cun dps ---------- Dmg.mod +24% lightning Melee Ret 6 lightning ----- def ----- Defense +2 (+0 eff.) Crit.chn- 15.00% Mind.save +11 (+4 eff.) ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Arurek the Sleetwill (0 def, 3 armour) 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid Melee Ret 4 cold ----- def ----- Armour +3 Resists +6% acid ---------- misc Infravis +1 A pair of boots made of leather. | 
|  pair of rough leather boots 'Getimahell' (15 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun +6 Con dps ---------- Apr +1 ----- def ----- Armour +1 Defense +15 (+5 eff.) Crit.chn- 5.00% Phys.save +14 (+5 eff.) Mind.save +12 (+4 eff.) A pair of boots made of leather. | 
|  restorative pair of rough leather boots of strife (0 def, 1 armour) 2.0 T1 feet armor [Ego++] Nature/Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +6% physical ----- def ----- Armour +1 HP.reg +2.00 Heal.mod +11% Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. | 
|  Frost Treads (1 def, 4 armour) 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. | 
|  Arolle the Flashvault (7 def, 3 armour) 2.0 T3 feet armor [Random Unique] Master While equipped: Stats +10 Dex +6 Wil +3 Cun +8 Lck dps ---------- Dmg.mod +9% arcane +3% fire ----- def ----- Armour +3 Defense +7 (+2 eff.) Stealth +8 ---------- misc Mana/turn +0.08 Disengage: Puts all charms on 15 cooldown Level 2.6 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 156% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. | 
|  Dranaritir the Thunderward (0 def, 3 armour) 2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +3 Resists +8% lightning +11% temporal HP.reg +4.00 Heal.mod +20% Knockbk- +20% A pair of boots made of leather. | 
|  Frozenrigor (0 def, 6 armour) 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% cold Melee Ret 4 lightning 2 cold ----- def ----- Armour +6 Resists +3% acid +15% cold +5% arcane ---------- misc Infravis +2 A pair of boots made of leather. | 
|  pair of hardened leather boots 'Tundrasear' (0 def, 3 armour) 2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +4 Dex dps ---------- Dmg.mod +15% mind +9% cold Res.pen +10% light ----- def ----- Armour +3 Resists +12% cold Stealth +9 A pair of boots made of leather. | 
|  Nohek the pair of iron boots (0 def, 7 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +10.00% ----- def ----- Armour +7 Fatigue +2% Resists +3% nature HP.reg +2.00 ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Noonfist the pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee Ret 4 light ----- def ----- Armour +3 Fatigue +2% Resists +3% light +12% blight Silence- +22% Confus- +22% Stun/Frz- +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Faledostir (0 def, 9 armour) 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +9 Resists +1% physical Phys.save +3 (+1 eff.) Heal.mod +20% Disease- +20% Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% On Hit.r1 +6 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Balancewire the hardened leather gloves (0 def, 2 armour) 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind Res.pen +10% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +2 Resists +3% temporal HP.reg +1.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +1.20 Max.stam +27.00 Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  scouring hardened leather gloves of the nighthunter (0 def, 2 armour) 1.0 T2 hands armor [Ego++] Disrupt/Psionic While equipped: Stats +2 Cun dps ---------- Acc +10 (+3 eff.) On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Resists +7% darkness Spell.save +11 (+4 eff.) ---------- misc Infravis +2 Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +4 Apr +3 Crit +8.0% Atk.spd 125% Melee+ +10 darkness On Crit: 10% Dominate 3 On Hit: * 27 arcane resource burn Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Radianceidol (0 def, 3 armour) 1.0 T4 hands armor [Rare] Nature While equipped: Stats +6 Str +8 Dex +4 Mag +2 Con dps ---------- Melee+ 14 nature Dmg.mod +11% nature +12% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Resists +10% nature ---------- misc Light +3 Unarmed combat: Power 26.5 - 29.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 125% On Crit.r2 +15 nature On Hit: 10% Venomous Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Cyruldanne (15 def, 12 armour) 1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str dps ---------- Melee+ 13 physical Dmg.mod +9% physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +12 Defense +15 (+5 eff.) Fatigue +5% Crit.chn- 15.00% Heal.mod +20% Cut- +20% Knockbk- +20% ---------- misc Light +2 Unarmed combat: Power 32.0 - 44.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% On Hit.r1 +15 physical On Crit.r2 +13 physical On Hit: 10% Sand Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. | 
|  stone warden's voratun gauntlets of strength (+4) (0 def, 17 armour) 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +4 Str +12 Con dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Armour +17 Hardiness +9% Fatigue +5% Resists +10% physical Unarmed combat: Power 37.5 - 52.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% On Hit: 5% Stone Touch 5 Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Malslek the Accursed's Hat (2 def, 0 armour) 2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+3 eff.) Mind.pwr +15 (+6 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+0 eff.) Resists +20% fire Mind.save -10 (-5 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. | 
|  Ce'Nowyn the Naturemonster (1 def, 0 armour) 2.0 T1 head armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +9% light ----- def ----- Defense +1 (+0 eff.) Resists +6% acid +6% darkness +6% blight +15% nature +5% arcane Spell.save +3 (+1 eff.) Max.HP +60.00 A pointy cloth hat, very wizardly... | 
|  Eremimnir the Duskripper (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +3% cold +5% arcane ---------- misc Light +1 A cap made of leather. | 
|  bladed hardened leather cap of might (0 def, 3 armour) 2.0 T3 head armor [Ego++] Master While equipped: Stats +8 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 456.6 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. | 
|  drakeskin leather cap 'Radiancestalker' (0 def, 5 armour) 2.0 T5 head armor [Random Unique] Master While equipped: Stats +6 Str +9 Con dps ---------- Dmg.mod +9% light Melee Ret 4 acid On Hit (Melee): * 10% chance to reduce armor by 8% ----- def ----- Armour +5 Fatigue +5% Resists +10% fire +12% light +7% cold A cap made of leather. | 
|  dwarven-steel helm 'Ketir' (25 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con dps ---------- Crit.mult +20.00% Acc +30 (+8 eff.) Apr +8 ----- def ----- Armour +4 Defense +25 (+7 eff.) Fatigue +4% Die.at -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  dwarven-steel helm 'Yveriawe' (0 def, 8 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +27% mind +6% temporal Res.pen +20% mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Fatigue +4% Resists +6% mind ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  8 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  5 spinel 0.0 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. | 
|  5 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  7 citrine 0.0 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. | 
|  3 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  6 amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  2 onyx 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  5 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  2 emerald 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  3 garnet 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  2 quartz 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  2 sapphire 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  5 jade 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  2 turquoise 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  2 amber 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2023 Little Gems 0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2022/2023 A set of 2023 tiny explosive spheres. | 
|  274 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  Chamiruikor 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% mind ----- def ----- Resists +3% darkness Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) Max.HP +44.00 Knockbk- +20% ---------- 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. | 
|  Summertide Phial 1.0 T1 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.(89 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  Rungof's Fang 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  Duvezor the Nimbustyphoon (dig speed 38 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% lightning Melee Ret 8 acid ----- def ----- Fatigue -5% Resists +24% lightning +9% acid While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Winterbile the iron pickaxe (dig speed 29 turns) 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Dex +6 Con dps ---------- Melee Ret 8 physical ----- def ----- Resists +6% blight +6% cold Phys.save +6 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+2 eff.) Max.HP +44.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  iron pickaxe 'Glyra' (dig speed 30 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +6 Str +1 Con ----- def ----- Resists +6% mind ---------- misc Light +2 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Lelyromitir (dig speed 17 turns) 3.0 T3 digger tool [Random Unique] Master While equipped: Stats +8 Str +2 Con dps ---------- Apr +15 ----- def ----- Resists +6% temporal +6% cold Disease- +10% ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 5.2 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
Achievements
 A different point of view (Insane (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Insane (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By GodFist the Cornac Brawler level 27
4th Decay 122nd year of Ascendancy at 02:28 see stats
 Antimagic! (Insane (Roguelike) difficulty)
			Completed antimagic training in the Ziguranth camp.
			Antimagic! (Insane (Roguelike) difficulty)
			Completed antimagic training in the Ziguranth camp.By GodFist the Cornac Brawler level 21
14th Haze 122nd year of Ascendancy at 19:40 see stats
 Bringer of Doom (Insane (Roguelike) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Insane (Roguelike) difficulty)
			Killed a Bringer of Doom.By GodFist the Cornac Brawler level 16
30th Dusk 122nd year of Ascendancy at 16:05 see stats
 Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By GodFist the Cornac Brawler level 21
60th Dusk 122nd year of Ascendancy at 22:54 see stats
 Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By GodFist the Cornac Brawler level 24
77th Haze 122nd year of Ascendancy at 18:02 see stats
 Home sweet home (Insane (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Insane (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By GodFist the Cornac Brawler level 27
4th Decay 122nd year of Ascendancy at 02:00 see stats
 Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By GodFist the Cornac Brawler level 10
4th Mirth 122nd year of Ascendancy at 06:10 see stats
 Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By GodFist the Cornac Brawler level 20
50th Dusk 122nd year of Ascendancy at 12:52 see stats
 Rescuer of the lost (Insane (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Insane (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By GodFist the Cornac Brawler level 23
53rd Haze 122nd year of Ascendancy at 12:59 see stats
 Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By GodFist the Cornac Brawler level 29
7th Allure 123rd year of Ascendancy at 01:38 see stats
 That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.
			That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.By GodFist the Cornac Brawler level 27
1st Wintertide 123rd year of Ascendancy at 08:16 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By GodFist the Cornac Brawler level 10
7th Mirth 122nd year of Ascendancy at 20:07 see stats
 The Legend of Garkul (Insane (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Insane (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By GodFist the Cornac Brawler level 27
4th Decay 122nd year of Ascendancy at 02:28 see stats
 The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By GodFist the Cornac Brawler level 13
2nd Flare 122nd year of Ascendancy at 00:07 see stats
 The sky is falling! (Insane (Roguelike) difficulty)
			Saw a huge meteor falling from the sky.
			The sky is falling! (Insane (Roguelike) difficulty)
			Saw a huge meteor falling from the sky.By GodFist the Cornac Brawler level 18
48th Dusk 122nd year of Ascendancy at 01:41 see stats
 Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By GodFist the Cornac Brawler level 26
3rd Decay 122nd year of Ascendancy at 00:04 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By GodFist the Cornac Brawler level 18
47th Dusk 122nd year of Ascendancy at 14:25 see stats
Log
Talent Combination Kick is ready to use.
Rested for 32 turns (stop reason: all resources and life at maximum).
You don't see how to get there...
GodFist uses Infusion: Movement.
GodFist is moving at extreme speed!
GodFist slows down.
Talent Infusion: Movement is ready to use.
Ce'Nelebeth the elven blood mage uses Startling Shot.
Ce'Nelebeth the elven blood mage misses his shot.
Ran for 2 turns (stop reason: detrimental status effect).
GodFist lashes out with a spinning backhand.
Ce'Nelebeth the elven blood mage slows down.
GodFist hits Ce'Nelebeth the elven blood mage for 147 physical, 9 arcane (156 total damage).
Ce'Nelebeth the elven blood mage casts Grace of the Eternals.
Ce'Nelebeth the elven blood mage speeds up.
Ce'Nelebeth the elven blood mage casts Timeless.
Ce'Nelebeth the elven blood mage speeds up.
Ce'Nelebeth the elven blood mage uses Trick Shot.
GodFist speeds up.
Ce'Nelebeth the elven blood mage's Trick Shot performs a ranged critical strike against GodFist!
GodFist reacts to an attack from Ce'Nelebeth the elven blood mage's Trick Shot, mitigating the blow!.
GodFist is recovering from the damage!
Ce'Nelebeth the elven blood mage's Trick Shot hits GodFist for (28 flat reduction), (587 reacted , -5 stam), 1458 physical (1458 total damage).
GodFist the level 29 cornac brawler was struck to death by Ce'Nelebeth the elven blood mage on level 5 of Dark crypt.




























































