











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 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. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Better Item Description 1.7.2This 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 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. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Adventure | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Berserker | 
| Level / Exp | 17 / 1% | 
| Size | medium | 
| Lifes / Deaths | Killed by Bill the Stone Troll at level 11 on the 6th Profit 122nd year of Ascendancy at 04:590 / 6 Killed by Bill the Stone Troll at level 13 on the 39th Profit 122nd year of Ascendancy at 08:18 Killed by Xanarin the temporal stalker at level 14 on the 44th Profit 122nd year of Ascendancy at 18:27 Killed by Xanarin the temporal stalker at level 14 on the 44th Profit 122nd year of Ascendancy at 20:17 Killed by Horned Horror at level 14 on the 1st Wealth 122nd year of Ascendancy at 01:50 Killed by rogue at level 17 on the 27th Wealth 122nd year of Ascendancy at 21:26 | 
Primary Stats
| Strength | 61 (base 44) | 
| Dexterity | 11 (base 11) | 
| Constitution | 43 (base 35) | 
| Magic | 8 (base 10) | 
| Willpower | 14 (base 10) | 
| Cunning | 10 (base 10) | 
Resources
| Life | -215/702 | 
| Stamina | 158/158 | 
| Healing Factor | 1.3897742564935 | 
| Regeneration | 16.771166126945 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| Infravision | 1 | 
Offense: Mainhand
| Damage | 105 | 
| Accuracy | 29 | 
| Crit Chance | 18% | 
| APR | 3 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 8 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 13 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +15% | 
| Nature | +6% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 34.335093952971 (47.857809501309%) | 
| Defense | 3 | 
| Ranged Defense | 3 | 
| Fatigue | 10 | 
| Physical Save | 33 | 
| Spell Save | 31 | 
| Mental Save | 24 | 
Defense: Resistances
| Acid | + 18%( 70%) | 
| Arcane | + 15%( 70%) | 
| Cold | + 21%( 70%) | 
| All | + 10%( 70%) | 
| Lightning | + 23%( 70%) | 
| Light | + 13%( 70%) | 
| Temporal | + 15%( 70%) | 
| Physical | + 15%( 70%) | 
| Fire | + 15%( 70%) | 
| Nature | + 13%( 70%) | 
Defense: Immunities
| Disarm Resistance | 20% | 
| Stun Resistance | 22% | 
| Pinning Resistance | 23% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 63% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use 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 282 life over 5 turns. Its effects scale with your Strength stat. | 
| Runes | Effective talent level: 1.0Rune: Reflection Shield Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 140 damage for 5 turns. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. | 
Class Talents
| Technique / Two-handed assault | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Technique / Berserker's strength | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Bloodthirst | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat techniques | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat veteran | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Conditioning | 1.30 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
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 | 
| You failed to protect the injured seer from death by Cyruda the large white snake.Escort: injured seer (level 2 of Ruins of Kor'Pul) | failed | 
| You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest.Escort: worried loremaster (level 2 of Old Forest) As a reward you improved Strength by +5. | done | 
| Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.From bellow, it devours Maybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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. | active | 
| 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.Reknor is lost! When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done | 
| 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. | 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 Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active | 
| 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 have found a slavers' compound and entered it.Till the Blood Runs Clear You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
Equipment
| On feet |  Runulahir (0 def, 1 armour) 2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Str ----- def ----- Armour +1 Resists +5% lightning +6% temporal Die.at -60.00 life HP.reg +4.00 Heal.mod +15% A pair of boots made of leather. | 
| Light source |  brass lantern 'Zasus' 2.0 T1 lite [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Acc +15 (+8 eff.) Melee Ret 12 fire ----- def ----- Armour +2 Resists +6% fire Crit.dmg- 5.00% Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  Geldawe the Goreoozer (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Wil +3 Con dps ---------- Mind.crit +4% Crit.mult +10.00% Phys.pwr +4 (+2 eff.) Dmg.mod +6% nature ----- def ----- Armour +3 Fatigue +5% Resists +3% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Tool |  Mayata the Dimpower (dig speed 30 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +15% darkness Apr +1 Melee Ret 2 darkness ----- def ----- Phys.save +3 (+2 eff.) Die.at -80.00 life ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  warrior's steel ring of tenacity 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +22.00 Disarm- +20% Pinning- +23% Knockbk- +23% Rings make your fingers look great! | 
| On fingers |  steel ring of perseverance 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! | 
| Around waist |  Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. | 
| In main hand |  Blazevalor the steel greatmaul (34-51 power, 2 apr) 5.0 T2 greatmaul 2H weapon [Rare] Master Power 34.0 - 51.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +20 acid On Crit.r2 +16 cold While equipped: ----- def ----- Resists +9% lightning Massive two-handed mauls. | 
| On hands |  dwarven-steel gauntlets 'Maldil' (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str dps ---------- Crit.mult +15.00% On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Armour +2 Fatigue +3% Resists +9% acid +3% light +5% arcane HP.reg +2.40 ---------- misc Stam/turn +0.40 Psi/turn +0.23 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. | 
| Main armor |  impenetrable iron mail armour of resilience (2 def, 10 armour) 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +10 Defense +2 (+2 eff.) Fatigue +12% Max.HP +24.00 A suit of armour made of mail. | 
| Cloak |  thick linen cloak of protection (1 def, 6 armour) 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% cold Spell.save +6 (+3 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. | 
| Around neck |  warrior's steel amulet of constitution (+2) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! | 
Inventory
|  healing infusion (heal 40; cd 11) 0.1 infusion scroll [Normal] 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 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  healing infusion (heal 40; cd 10) 0.1 infusion scroll [Normal] 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 40 then cleanse 1 wound, poison, and disease effect. 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 duelist (heal 85; 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 85 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. | 
|  acid wave rune (damage 30; dur 4; cd 15) 0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to unleash a cone dealing 30.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect 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. | 
|  blink rune (range 4; phase 10; cd 20) 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  blink rune (range 4; phase 15; cd 10) 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  blink rune of the psychic (range 3; phase 12; cd 17) 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune of the warrior (absorb 81; cd 16) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 81 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune of the duelist (absorb 91; dur 4; cd 15) 0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 91 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune of the titan (absorb 213; dur 3; cd 18) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 213 damage for 3 turns. 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. | 
|  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 (+7 eff.) Spell.save +15 (+8 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. | 
|  Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+5 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
|  clarifying gold amulet of healing 0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Heal.mod +12% Cut- +50% Confus- +22% Heal: Puts all charms on 35 cooldown Level 2.0 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 126 life. The life healed will increase with your Mindpower. Amulets make your neck look great! | 
|  Vargh Redemption 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 8.56 cold and 8.56 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. | 
|  copper ring 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! | 
|  gold ring of pilfering 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+5 eff.) Apr +9 ----- def ----- Defense +9 (+9 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 119% 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! | 
|  psionicist's steel ring of light (+20%) 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Mind.save +6 (+3 eff.) Rings make your fingers look great! | 
|  wizard's steel ring of sensing 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Blind- +27% ---------- misc Infravis +3 See.Stealth +5 See.Invis +8 Rings make your fingers look great! | 
|  steel battleaxe of massacre (28-42 power, 2 apr) 3.0 T2 battleaxe 2H weapon [Ego] Master Power 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. | 
|  Umbral Razor (25-32 power, 10 apr) 1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 49.45 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. | 
|  arcing iron dagger (10-14 power, 5 apr) 1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex 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 15 damage Sharp, short and deadly. | 
|  arcing steel dagger (12-16 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex 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 15 damage Sharp, short and deadly. | 
|  arcing steel dagger of massacre (20-26 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane/Master Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex 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 15 damage Sharp, short and deadly. | 
|  chilling dwarven-steel dagger of the mystic (18-23 power, 7 apr) 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 cold While equipped: Stats +3 Mag +1 Wil dps ---------- Spell.pwr +5 (+5 eff.) Sharp, short and deadly. | 
|  chilling steel dagger of phasing (12-16 power, 15 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Phasing +11% Melee+ +6 cold Sharp, short and deadly. | 
|  flaming steel dagger of massacre (18-23 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane/Master Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +5 fire Sharp, short and deadly. | 
|  flaming steel dagger of the mystic (14-18 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +10 fire While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.pwr +7 (+7 eff.) Sharp, short and deadly. | 
|  plaguebringer's steel dagger (12-16 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 blight On Hit: 20% Epidemic 2 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +14% Sharp, short and deadly. | 
|  plaguebringer's steel dagger of crippling (12-15 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego++] Arcane/Master Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 blight On Hit: 20% Epidemic 2 On Hit: * 5% 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 +5.0% ----- def ----- Disease- +12% Sharp, short and deadly. | 
|  steel dagger (12-16 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Normal] Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. | 
|  steel dagger of amnesia (12-15 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Psionic Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Sharp, short and deadly. | 
|  steel dagger of crippling (12-16 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Sharp, short and deadly. | 
|  truestriking steel dagger (12-16 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +7 (+4 eff.) Apr +5 Sharp, short and deadly. | 
|  flaming steel greatmaul of projection (28-41 power, 2 apr) 5.0 T2 greatmaul 2H weapon [Ego+] Arcane/Psionic Power 27.5 - 41.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +7 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed mauls. | 
|  chilling steel greatsword of phasing (22-34 power, 14 apr) 3.0 T2 greatsword 2H weapon [Ego] Arcane Power 21.5 - 34.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +14 Crit +3.0% Atk.spd 100% Phasing +17% Melee+ +10 cold Massive two-handed swords. | 
|  iron greatsword of massacre (26-42 power, 1 apr) 3.0 T1 greatsword 2H weapon [Ego] Master Power 26.0 - 41.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. | 
|  Unrutochak the Flashbreak 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Random Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +12 lightning On Hit.r1 +12 lightning While equipped: Stats +3 Con +8 Mag dps ---------- Dmg.mod +15% lightning +18% temporal +19% physical Res.pen +18% temporal +22% physical ---------- misc Reload +5 Masteries +0.45 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. | 
|  mighty ash longbow of cold 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +12 cold While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+4 eff.) Dmg.mod +14% cold Longbows are used to shoot arrows at your foes. | 
|  arcing dwarven-steel longsword of massacre (30-41 power, 4 apr) 3.0 T3 longsword 1H weapon [Ego] Arcane/Master Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, long, and deadly. | 
|  steel longsword of projection (16-23 power, 3 apr) 3.0 T2 longsword 1H weapon [Ego+] Psionic Power 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% 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) Sharp, long, and deadly. | 
|  steel mace (14-20 power, 3 apr) 3.0 T2 mace 1H weapon [Normal] Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. | 
|  steel mace 'Zoldil' (18-26 power, 3 apr) 3.0 T2 mace 1H weapon [Random Unique] Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +1% Res.pen +7% physical Acc +14 (+7 eff.) Apr +6 ----- def ----- Defense +6 (+6 eff.) Disarm- +23% ---------- misc Hate/m.crit +1.00 Max.psi +40.00 Blunt and deadly. | 
|  throat-seeking cured leather sling of piercing 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego++] Disrupt/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +6% nature +7% all Acc +7 (+4 eff.) Apr +5 Slings are used to hurl stones or metal shots at your foes. | 
|  ash starstaff (15-18 power, 3 apr, physical element) 5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  ash vilestaff (15-18 power, 3 apr, darkness element) 5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  cruel ash vilestaff of warding (15-18 power, 3 apr, acid element) 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +11.00% Spell.pwr +6 (+6 eff.) Dmg.mod +15% acid ----- def ----- Armour +5 Defense +5 (+5 eff.) ---------- misc Wards +2 acid Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  lifebinding yew magestaff of protection (20-24 power, 4 apr, cold element) 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane/Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +3% Spell.pwr +13 (+12 eff.) Dmg.mod +20% cold ----- def ----- Resists +10% cold HP.reg +1.00 Heal.mod +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  surging elm starstaff (10-12 power, 2 apr, physical element) 5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) S.pwr/crit +2 Dmg.mod +10% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Hadunaneg the Dazzleblood (14-20 power, 3 apr) 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 light On Hit.r1 +8 light On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +2 Mag +3 Wil +3 Cun +2 Con dps ---------- Spell.pwr +7 (+7 eff.) Acc +5 (+3 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +27% One-handed war axes. | 
|  arcing dwarven-steel waraxe of daylight (20-29 power, 4 apr) 3.0 T3 waraxe 1H weapon [Ego] Arcane Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +7 light Against +8% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. | 
|  arcing iron waraxe (12-16 power, 2 apr) 3.0 T1 waraxe 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. | 
|  balanced steel waraxe of erosion (12-16 power, 3 apr) 3.0 T2 waraxe 1H weapon [Ego] Nature/Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +6 (+6 eff.) Disarm- +25% One-handed war axes. | 
|  hateful iron waraxe (11-15 power, 2 apr) 3.0 T1 waraxe 1H weapon [Ego] Psionic Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 darkness Against +6% Living One-handed war axes. | 
|  Rope Belt of the Thaloren 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+11 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. | 
|  blurring rough leather belt of life 1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +8 (+8 eff.) Stealth +5 HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. | 
|  thick linen cloak (1 def, 6 armour) 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  thick linen cloak of protection (1 def, 6 armour) 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold Spell.save +6 (+3 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. | 
|  Brightwing the linen robe (0 def, 0 armour) 2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% darkness +9% acid Res.pen +10% arcane Melee Ret 6 arcane ----- def ----- Resists +16% darkness +7% all ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Demonmalice of the Blightspawn (0 def, 1 armour) 2.0 T1 feet armor [Random Unique] Master While equipped: Stats +4 Dex -1 Wil +1 Cun +5 Lck dps ---------- Phys.crit +2.0% Phys.pwr +4 (+2 eff.) Res.pen +5% mind +6% physical ----- def ----- Armour +1 Resists +6% temporal +6% fire +3% darkness +9% cold Stealth +6 A pair of boots made of leather. | 
|  blighted dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 blight Dmg.mod +4% blight Acc +10 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +5% blight 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. | 
|  blighted iron gauntlets of strength (+2) (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 7 blight Dmg.mod +4% blight ----- def ----- Armour +1 Fatigue +1% Resists +5% blight 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. | 
|  Shadowtooth the iron helm (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +1 Str dps ---------- Dmg.mod +3% acid +3% darkness Res.pen +10% darkness Melee Ret 6 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 8% ----- def ----- Armour +3 Fatigue +5% Resists +5% nature +6% blight ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  iron helm 'Deepskill' (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Wil dps ---------- Mind.pwr +15 (+11 eff.) Dmg.mod +3% mind Res.pen +5% darkness Melee Ret 2 darkness ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  iron helm 'Moldwolf' (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +2.0% Res.pen +5% physical ----- def ----- Armour +3 Fatigue +5% Resists +1% physical +12% nature +6% cold Phys.save +6 (+3 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... | 
|  miner's hardened leather cap (0 def, 4 armour) 2.0 T3 head armor [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% ---------- misc Infravis +2 A cap made of leather. | 
|  fearforged steel mail armour (2 def, 6 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +5 Con ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +19% Resists +5% fire -12% light +7% darkness Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) A suit of armour made of mail. | 
|  impenetrable iron mail armour of acid resistance (2 def, 10 armour) 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+2 eff.) Fatigue +12% Resists +15% acid A suit of armour made of mail. | 
|  prismatic steel mail armour of resilience (2 def, 6 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane/Nature While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +11% light +12% darkness Max.HP +27.00 A suit of armour made of mail. | 
|  Forestenvy the cured leather armour (10 def, 4 armour) 9.0 T2 light armor [Rare] Master While equipped: Stats +4 Str +4 Dex dps ---------- Dmg.mod +15% nature +12% fire ----- def ----- Armour +4 Defense +10 (+10 eff.) Fatigue +7% Resists +9% fire Phys.save +7 (+4 eff.) A suit of armour made of leather. | 
|  Skin of Many (12 def, 6 armour) 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+12 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. | 
|  Spinal Cage (5 def, 8 armour) 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+5 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 12.80 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. | 
|  cleansing cured leather armour of fire resistance (6 def, 4 armour) 9.0 T2 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +12% blight +16% fire +11% nature A suit of armour made of leather. | 
|  rejuvenating cured leather armour of clarity (6 def, 4 armour) 9.0 T2 light armor [Ego] Nature/Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +5% mind Mind.save +10 (+5 eff.) HP.reg +3.00 ---------- misc Stam/turn +0.60 A suit of armour made of leather. | 
|  rejuvenating cured leather armour of resilience (6 def, 4 armour) 9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Max.HP +24.00 HP.reg +2.00 ---------- misc Stam/turn +0.80 A suit of armour made of leather. | 
|  troll-hide cured leather armour of the deep (6 def, 6 armour) 9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +6 Defense +6 (+6 eff.) Fatigue +7% Resists +7% acid +8% cold Max.HP +38.00 HP.reg +3.00 Heal.mod +12% ---------- misc Breathe water A suit of armour made of leather. | 
|  volcanic cured leather armour of delving (6 def, 9 armour) 9.0 T2 light armor [Ego++] Nature/Master While equipped: Stats +5 Str dps ---------- Melee+ 6 fire Ranged+ 5 fire ----- def ----- Armour +9 Defense +6 (+6 eff.) Fatigue +7% Resists +16% physical +12% darkness +12% fire ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 10 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. | 
|  searing steel plate armour of command (6 def, 13 armour) 17.0 T2 massive armor Reqs Massive armour training [Ego++] Arcane/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 8 acid 10 fire Melee Ret 10 acid 9 fire ----- def ----- Armour +13 Defense +6 (+6 eff.) Fatigue +22% Resists +10% acid +12% fire Mind.save +12 (+6 eff.) A suit of armour made of metal plates. | 
|  acidic steel shield of physical resistance (+11%) (0 def, 4 armour, 39.5 block) 7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 acid Melee Ret 1 acid ----- def ----- Armour +4 Fatigue +8% Resists +11% physical ---------- misc Talents +1 Block Handheld deflection devices. | 
|  warded steel shield (0 def, 4 armour, 42 block) 7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Wards +4 lightning +4 temporal +4 darkness +4 fire +4 nature +3 blight +3 cold +5 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. | 
|  6 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  75 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. | 
|  6 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. | 
|  2 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 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. | 
|  5 opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. | 
|  iron pickaxe of endurance (dig speed 36 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  5 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. | 
|  Singestake the brass lantern 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +5.00% Res.pen +5% fire ----- def ----- Phys.save +6 (+3 eff.) Mind.save +12 (+6 eff.) Heal.mod +10% ---------- misc Hate/m.crit +1.00 Max.psi +10.00 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 2.0 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. | 
|  Imp Claw 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 59.99 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. | 
|  Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  2 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. | 
|  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. | 
|  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. | 
|  acidic pouch of iron shots of daylight (18/18, 14-17 power, 1 apr) 3.0 T1 shot ammo [Ego] Arcane Power 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Ranged+ +6 light Against +6% Undead On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Shots are used with slings to pummel your foes to death. | 
|  supercharged ash totem of thorny skin [power 35]  (24 cooldown) 2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 35 and armour hardiness by 40% Puts all charms on 24 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  3 amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  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. | 
|  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. | 
|  4 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. | 
|  6 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Ashén-Shugra the Dwarf Berserker level 9
30th Voratun 122nd year of Ascendancy at 16:10 see stats
 Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Ashén-Shugra the Dwarf Berserker level 10
3rd Profit 122nd year of Ascendancy at 21:16 see stats
 Squadmate (Nightmare (Adventure) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate (Nightmare (Adventure) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By Ashén-Shugra the Dwarf Berserker level 6
18th Voratun 122nd year of Ascendancy at 15:54 see stats
 The Right thing to do (Nightmare (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Nightmare (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ashén-Shugra the Dwarf Berserker level 15
18th Wealth 122nd year of Ascendancy at 09:05 see stats
 The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.By Ashén-Shugra the Dwarf Berserker level 14
1st Wealth 122nd year of Ascendancy at 13:57 see stats
 Thralless (Nightmare (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless (Nightmare (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.By Ashén-Shugra the Dwarf Berserker level 15
17th Wealth 122nd year of Ascendancy at 17:15 see stats
 Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Ashén-Shugra the Dwarf Berserker level 16
26th Wealth 122nd year of Ascendancy at 23:01 see stats
Log
Ashén-Shugra is confused and fails to use Infusion: Regeneration.
Rogue stops regenerating health quickly.
Bandit Leader Yviwyn hits Ashén-Shugra for 86 physical, 27 physical (113 total damage).
Melee retaliation hits Bandit Leader Yviwyn for 1 darkness, 4 fire (5 total damage).
Rogue performs a melee critical strike against Ashén-Shugra!
Rogue hits Ashén-Shugra for 13 physical, 9 physical (22 total damage).
Melee retaliation hits Rogue for 1 darkness, 5 fire, 1 darkness, 5 fire (11 total damage).
Melee retaliation hits Rogue for 1 darkness, 4 fire, 1 darkness, 4 fire (10 total damage).
Rogue hits Ashén-Shugra for 12 physical, 6 darkness, 5 nature, 5 physical, 3 mind, 4 light (36 total damage).
Ashén-Shugra instinctively hardens his skin and ignores the attack!
Ashén-Shugra repels an attack from Bandit.
Melee retaliation hits Bandit for 1 darkness, 4 fire (5 total damage).
Bandit hits Ashén-Shugra for 11 physical, 4 nature (16 total damage).
Ashén-Shugra seems more focused.
Ashén-Shugra is no longer poisoned.
Talent Death Dance is ready to use.
Talent Fearless Cleave is ready to use.
Talent Stunning Blow is ready to use.
Bandit Leader Yviwyn performs a melee critical strike against Ashén-Shugra!
Bandit Leader Yviwyn hits Ashén-Shugra for 144 physical, 27 physical (171 total damage).
Melee retaliation hits Bandit Leader Yviwyn for 1 darkness, 5 fire (6 total damage).
Ashén-Shugra uses Infusion: Regeneration.
Ashén-Shugra starts regenerating health quickly.
Rogue hits Ashén-Shugra for 14 physical, 7 physical (20 total damage).
Melee retaliation hits Rogue for 1 darkness, 5 fire, 1 darkness, 5 fire (13 total damage).
Melee retaliation hits Rogue for 1 darkness, 5 fire, 1 darkness, 5 fire (12 total damage).
Rogue hits Ashén-Shugra for 11 physical, 6 darkness, 5 nature, 5 physical, 6 mind (34 total damage).
Ashén-Shugra the level 17 dwarf berserker was psyched to death by a rogue on level 1 of bandit fortress.
Ashén-Shugra no longer revels in blood quite so much.











































