











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Decently Generous Levels 1.7.4Is Slightly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Inferno Race Pack 1.4.0Adds a collection of my races. 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:
 Draconians 1.7.2Adds Draconians as playable race. This version of the addon is tweaked to allow Defiler classes. Attempting to fix for 1.7 by removing the dracolich function, as I'm not well enough versed in coding to make it compatible. Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch 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:
 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: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Items Vault 1.7.0Donators/Buyers bonus! Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons.  This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Race: Wrathwrought 1.7.4Adds wrathwrought as a new subrace. They are psionic focused humans. Stat modifiers: +2 Strength, +1 Dexterity, +0 Constitution, +0 Magic, +4 Willpower, and +3 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: Unstoppable Wrath - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog 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! Necromancy+ 1.7.2Features:  Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences.  Categories: Karma Life Giver Ghosts Dawn Justice 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 Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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 | Normal Adventure | 
| Sex | Female | 
| Race | Cornac | 
| Class | Writhing One | 
| Level / Exp | 14 / 72% | 
| Size | medium | 
| Lifes / Deaths | Killed by elemental crystal at level 6 on the 78th Pyre 122nd year of Ascendancy at 20:190 / 6 Killed by Gunsnake at level 9 on the 3rd Mirth 122nd year of Ascendancy at 10:13 Killed by The Possessed at level 10 on the 6th Mirth 122nd year of Ascendancy at 05:08 Killed by worm that walks at level 14 on the 18th Dusk 122nd year of Ascendancy at 20:22 Killed by worm that walks at level 14 on the 18th Dusk 122nd year of Ascendancy at 20:35 Killed by worm that walks at level 14 on the 18th Dusk 122nd year of Ascendancy at 23:08 | 
Primary Stats
| Strength | 47 (base 40) | 
| Dexterity | 10 (base 10) | 
| Constitution | 14 (base 13) | 
| Magic | 47 (base 40) | 
| Willpower | 10 (base 10) | 
| Cunning | 12 (base 12) | 
Resources
| Life | -104/487 | 
| Insanity | 83/100 | 
| Healing Factor | 1.0372895330003 | 
| Regeneration | 1.2966119162504 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +11.093867610317% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 8 | 
| See Stealth | 32.617305437452 | 
| See Invisible | 32.617305437452 | 
Offense: Mainhand
| Damage | 70 | 
| Accuracy | 45 | 
| Crit Chance | 14% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 21.5 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 11 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Damage Bonus
| Fire | +3% | 
| Blight | +8% | 
| Physical | +10% | 
| Cold | +9% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +5% | 
| Fire | +15% | 
| Cold | +10% | 
Defense: Base
| Armour (hardiness) | 27.5 (80%) | 
| Defense | 30 | 
| Ranged Defense | 30 | 
| Fatigue | 15 | 
| Physical Save | 21 | 
| Spell Save | 24 | 
| Mental Save | 14 | 
Defense: Resistances
| Acid | + 3%( 70%) | 
| Blight | + 11%( 70%) | 
| Physical | + 10%( 70%) | 
| Cold | + 11%( 70%) | 
| All | 0%( 70%) | 
| Lightning | + 6%( 70%) | 
| Temporal | + 9%( 70%) | 
| Fire | + 20%( 70%) | 
| Nature | + 14%( 70%) | 
Defense: Immunities
| Stun Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Pinning Resistance | 20% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 136 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 134 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. Its effects scale with your Strength stat. | 
Class Talents
| Demented / Disfigured face | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Tentacles | 1.30 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Slow death | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Demented / Path of horror | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Demented / Controlled horrors | 1.30 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Horrific body | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Beyond sanity | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 4/5 | 
| 
 | 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 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 Magic 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 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 | 
| 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done | 
| A huge mindless and corrupted worm is heading toward Kroshkkur!The Worm That Devours It has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done | 
Equipment
| On feet |  grounding pair of iron boots of tirelessness (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal ---------- misc Stam/turn +0.30 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  bright brass lantern of health 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 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 |  rough leather cap 'Cyrirevea' (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Con ----- def ----- Armour +1 Fatigue +1% Resists +3% temporal Die.at -80.00 life A cap made of leather. | 
| Tool |  Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. | 
| On fingers |  copper ring of the mountain (+10%) 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Rings make your fingers look great! | 
| On fingers |  warrior's steel ring of perseverance 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! | 
| Around waist |  Wintergrinder the rough leather belt 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Mag dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +6% cold Res.pen +5% physical Apr +1 ----- def ----- Defense +5 (+2 eff.) Die.at -20.00 life Max.HP +31.00 A belt that goes around your waist. | 
| In main hand |  Skullcleaver (20-28 power, 4 apr) 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. | 
| On hands |  Fuladunarand the rough leather gloves (5 def, 1 armour) 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +3% fire ----- def ----- Armour +1 Defense +5 (+2 eff.) Resists +3% acid +6% fire +3% nature Spell.save +3 (+2 eff.) Pinning- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Main armor |  cleansing iron mail armour (2 def, 4 armour) 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +11% nature +11% blight A suit of armour made of mail. | 
| Cloak |  Ivalrakira the Snowobsidian (21 def, 4 armour) 2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% cold Res.pen +15% fire +10% cold ----- def ----- Armour +4 Defense +21 (+10 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 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 |  insulating steel amulet of strength (+2) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +14% fire +11% cold Amulets make your neck look great! | 
Inventory
|  regeneration infusion (heal 99; 16 cd) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 99 life over 5 turns. 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 | 
|  Angolwen Academy Training Token 0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) | 
|  The Black Core 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." | 
|  insulating steel amulet of mastery (0.15 Cunning / Survival) 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% fire +14% cold ---------- misc Masteries +0.15 Cunning/Survival Amulets make your neck look great! | 
|  mule's steel ring of sensing 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Blind- +24% ---------- misc Max.enc +24 Infravis +4 See.Stealth +7 See.Invis +7 Rings make your fingers look great! | 
|  rogue's steel ring of fire (+22%) 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% fire ----- def ----- Defense +4 (+2 eff.) Resists +22% fire Rings make your fingers look great! | 
|  acidic steel greatsword (22-34 power, 2 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 +2 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 54 damage over 5 turns and reducing armor and accuracy by 7 Massive two-handed swords. | 
|  balanced steel greatsword of persecution (22-35 power, 2 apr) 3.0 T2 greatsword 2H weapon [Ego] Disrupt/Master Power 22.0 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Against +12% Unnatural While equipped: Stats +2 Wil dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +34% Massive two-handed swords. | 
|  balanced steel greatsword of the mystic (22-35 power, 2 apr) 3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 22.0 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +9 (+2 eff.) Acc +10 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +31% Massive two-handed swords. | 
|  quick dwarven-steel greatsword (36-58 power, 2 apr) 3.0 T3 greatsword 2H weapon [Ego+] Master Power 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +10 (+3 eff.) Massive two-handed swords. | 
|  flaming dwarven-steel longsword of massacre (30-43 power, 4 apr) 3.0 T3 longsword 1H weapon [Ego] Arcane/Master Power 30.5 - 42.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +5 fire Sharp, long, and deadly. | 
|  Torohir the iron mace (20-28 power, 2 apr) 3.0 T1 mace 1H weapon [Rare] Master Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Res.pen +15% acid On Hit (Melee): * 10% chance to reduce armor by 23% ---------- misc Light +3 Blunt and deadly. | 
|  stralite mace 'Scorchrot' (36-51 power, 5 apr) 3.0 T4 mace 1H weapon [Random Unique] Disrupt/Master/Psionic Power 36.5 - 51.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 9% chance to slow global speed by 31% * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Res.pen +25% acid ----- def ----- Resists +9% fire Blunt and deadly. | 
|  iron waraxe (12-18 power, 2 apr) 3.0 T1 waraxe 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. | 
|  acidic steel waraxe (14-20 power, 3 apr) 3.0 T2 waraxe 1H weapon [Ego] Arcane 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% On Crit: * Splash the target with acid dealing 54 damage over 5 turns and reducing armor and accuracy by 7 One-handed war axes. | 
|  balanced steel waraxe of massacre (16-23 power, 3 apr) 3.0 T2 waraxe 1H weapon [Ego] Master Power 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +26% One-handed war axes. | 
|  warbringer's dwarven-steel waraxe (20-27 power, 4 apr) 3.0 T3 waraxe 1H weapon [Ego+] Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +16% One-handed war axes. | 
|  gifted thorny mindstar of balance (8-8 power, 24 apr, nature damage) 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+10 eff.) ----- def ----- Phys.save +2 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +3 (+3 eff.) ---------- misc Equi/ret +0.70 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| dwarven-steel ritual blade of lifedrinking (16-21 power, 7 apr)dwarven-steel ritual blade of lifedrinking (16-21 power, 7 apr) 1.0 T3 ritual blade 1H weapon Reqs Dex 20 [Ego+] Arcane Power 16.0 - 20.8 Physical Uses 45% Mag, 45% Dex Acc+ +0.5% APR (max 50%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% ----- def ----- HP.leech%% +6% HP.leech +6% ---------- misc Vim/s.crit +1.00 Sharp, short and deadly. | 
|  mighty yew longbow of cold 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +11 cold While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +15% cold Longbows are used to shoot arrows at your foes. | 
|  mighty hardened leather sling of acid 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +5 acid While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +9% acid Slings are used to hurl stones or metal shots at your foes. | 
|  Glorywen (11/11, 22-31 power, 5 apr) 3.0 T1 arrow ammo Reqs Dex 11 [Rare] Master Power 22.0 - 30.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +10.0% Capacity 11 On Hit.r1 +20 physical On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. | 
|  Blastrend the steel shield (0 def, 4 armour, 43.5 block) 7.0 T2 shield armor Reqs Shield usage training [Rare] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Mind.crit +7% Dmg.mod +6% lightning +6% mind On Hit (Melee): * 5% chance to reduce all saves and defense by 6 On Melee Ret: * 11% chance to reduce all saves and defense by 6 ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. | 
|  prismatic dwarven-steel plate armour of spell shielding (0 def, 11 armour) 17.0 T3 massive armor Reqs Massive armour training [Ego] Arcane While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +6% arcane +12% light +12% darkness Spell.save +13 (+7 eff.) A suit of armour made of metal plates. | 
|  Voromira the linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +5 Cun +1 Con ----- def ----- Defense +1 (+0 eff.) Crit.dmg- 15.00% Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Layuremira the dwarven-steel gauntlets (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Mind.crit +2% Crit.mult +5.00% Phys.pwr +8 (+3 eff.) Mind.pwr +20 (+14 eff.) Melee Ret 2 temporal ----- def ----- Armour +2 Fatigue +3% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Hate/m.crit +2.00 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. | 
|  Dazzlewedge (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Mind.crit +2% Dmg.mod +6% light ----- def ----- Armour +3 Fatigue +5% Mind.save +9 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  2 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. | 
|  7 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 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. | 
|  6 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. | 
|  5 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. | 
|  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. | 
|  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. | 
|  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. | 
|  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. | 
|  Grinyrab the Flashmonster [power 110]  (15 cooldown) 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 6% ----- def ----- Resists +3% light Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
Achievements
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Haldir the Cornac Writhing One level 10
3rd Mirth 122nd year of Ascendancy at 19:07 see stats
 That was close
			Killed your target while having only 1 life left.
			That was close
			Killed your target while having only 1 life left.By Haldir the Cornac Writhing One level 14
18th Dusk 122nd year of Ascendancy at 20:53 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By Haldir the Cornac Writhing One level 11
1st Flare 122nd year of Ascendancy at 17:06 see stats
Log
Haldir picks up (j.): quick dwarven-steel greatsword (36-58 power, 2 apr).
Worm that walks casts Epidemic.
Worm that walks's spell attains critical power!
Haldir is afflicted by an epidemic!
Epidemic from Worm that walks hits Haldir for 71 blight damage.
Worm Rot from Worm that walks hits Haldir for 35 blight, 32 acid (67 total damage).
Worm that walks casts Drain.
The diseases of worm that walks spread!
Worm Rot from Worm that walks hits Haldir for 34 blight, 31 acid (66 total damage).
Epidemic from Worm that walks hits Haldir for 69 blight damage.
Worm that walks hits Haldir for 167 blight damage.
Haldir casts Shed Skin.
A shield forms around Haldir.
Worm that walks uses Blindside.
Worm that walks misses Haldir.
Worm Rot from Worm that walks hits Haldir for (27 absorbed), 0 blight, (25 absorbed), 0 acid (0 total damage).
Epidemic from Worm that walks hits Haldir for (56 absorbed), 0 blight (0 total damage).
Worm that walks hits Haldir for (55 absorbed), 7 physical, (15 absorbed), 0 blight (7 total damage).
Your shield crumbles under the damage!
The shield around Haldir crumbles.
Epidemic from Worm that walks hits Haldir for (25 absorbed), 28 blight (28 total damage).
Worm Rot from Worm that walks hits Haldir for 26 blight, 24 acid (51 total damage).
Haldir the level 14 cornac writhing one was melted to death by a worm that walks on level 2 of Old Forest.
A carrion worm mass bursts out of Haldir!
Haldir is free from the worm rot.











































