










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 | 
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Improved player targetting 1.2.0Player's targetting improvements. 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 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.5.5This 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 Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Female | 
| Race | Skeleton | 
| Class | Archer | 
| Level / Exp | 26 / 59% | 
| Size | big | 
| Lifes / Deaths | Killed by worm that walks at level 26 on the 9th Flare 123rd year of Ascendancy at 00:196 / 1 | 
Primary Stats
| Strength | 76 (base 45) | 
| Dexterity | 83 (base 54) | 
| Constitution | 22 (base 10) | 
| Magic | 12 (base 10) | 
| Willpower | 10 (base 10) | 
| Cunning | 24 (base 12) | 
Resources
| Life | -93/705 | 
| Mana | 250/250 | 
| Stamina | 41/85 | 
| Healing Factor | 1.69375 | 
| Regeneration | 19.9015625 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -2.2204460492503E-14% | 
| Spell | 0% | 
| Global | +59.036436511222% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| Infravision | 5 | 
| See Stealth | 43.599459836163 | 
| See Invisible | 44.599459836163 | 
Offense: Mainhand
| Damage | 147 | 
| Accuracy | 66 | 
| Crit Chance | 6% | 
| APR | 23 | 
| Speed | 0.80 | 
Offense: Spell
| Spellpower | 17 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 23 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Damage Bonus
| Arcane | +5% | 
| Lightning | +12% | 
| Fire | +15% | 
| Acid | +14% | 
Offense: Damage Penetration
| Mind | +10% | 
| Temporal | +5% | 
Defense: Base
| Armour (hardiness) | 13 (38.536585365854%) | 
| Defense | 47 | 
| Ranged Defense | 47 | 
| Fatigue | 2.669446550417 | 
| Physical Save | 35 | 
| Spell Save | 7 | 
| Mental Save | 26 | 
Defense: Resistances
| Acid | + 24%( 70%) | 
| Blight | + 7%( 70%) | 
| Nature | + 1%( 70%) | 
| Mind | + 1%( 70%) | 
| All | -5%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Disarm Resistance | 20% | 
| Bleed Resistance | 100% | 
| Confusion Resistance | 10% | 
| Fear Resistance | 100% | 
| Pinning Resistance | 21% | 
| Poison Resistance | 100% | 
| Knockback Resistance | 20% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 329 damage for 4 turns. Its effects scale with your Dexterity stat. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 369 damage for 5 turns. Its effects scale with your Dexterity stat. | 
| Runes | Effective talent level: 1.0Rune: Phase Door Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 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%. | 
| Runes | Effective talent level: 1.0Rune: Teleportation Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 124 with a minimum range of 15. Its effects scale with your Dexterity stat. | 
Class Talents
| Technique / Combat techniques | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Sniper | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Technique / Archery training | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Archery prowess | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| Technique / Combat veteran | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Reflexes | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Technique / Marksmanship | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Mobility | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Undead / Skeleton | 1.10 | 
| 
 | 4/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
Effects
| talent | Aim | 
| talent | Intuitive Shots | 
| talent | Trained Reactions | 
| detrimental effect | Reduces global action speed by 19%.Slow | 
| detrimental effect | Slowed by 50% and taking 108 crushing damage per turn.Imploding (slow) | 
| detrimental effect | The target is infected with carrion worm larvae.  Each turn it will lose one beneficial physical effect and 45.18 blight and acid damage will be inflicted.Worm Rot After five turns the disease will inflict 128.26 blight damage and spawn a carrion worm mass. | 
| detrimental effect | Immobilized by telekinetic forces.Immobilized | 
| beneficial effect | The target is under the effect of the cloak of deception, making it look human.Cloak of Deception | 
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%.Spellshocked | 
| beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and reducing the duration of detrimental timed effects by 15%.Out of Phase | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns).Runic Saturation | 
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff In its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | active | 
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active | 
| You failed to protect the lost tinker from death by ghoul.Escort: lost tinker (level 3 of Dreadfell) | failed | 
| You successfully escorted the lost tinker to the recall portal on level 5 of Dreadfell.Escort: lost tinker (level 5 of Dreadfell) | done | 
| You successfully escorted the lost warrior to the recall portal on level 1 of Daikara.Escort: lost warrior (level 1 of Daikara) As a reward you improved talent Unflinching Resolve (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest.Escort: lost warrior (level 1 of Old Forest) As a reward you improved talent Unflinching Resolve (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Daikara.Escort: lost warrior (level 2 of Daikara) As a reward you improved talent Unflinching Resolve (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest.Escort: lost warrior (level 2 of Old Forest) As a reward you improved talent Unflinching Resolve (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire.Escort: lost warrior (level 2 of Trollmire) As a reward you improved talent Unflinching Resolve (+1 level(s)). | done | 
| You failed to protect the repented thief from death by skeleton warrior.Escort: repented thief (level 8 of Dreadfell) | failed | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 107. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | 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 Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed wretchling eyeball. | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 6 lumberjacks have died. | done | 
| You have been resurrected as an undead by some dark powers.The rotting stench of the dead However, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  pair of rough leather boots of disengagement (0 def, 1 armour) 2.0 T1 feet armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Fatigue +1% Disengage: Puts all charms on 15 cooldown Level 3.6 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 170% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. | 
| Quiver |  quiver of yew arrows of amnesia (8/16, 36.5-51.1 power, 10 apr) 3.0 T3 arrow ammo [Ego+] Psionic Power 36.5 - 51.1 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 16 On Hit: * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. | 
| Light source |  preserving alchemist's lamp of clarity 1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Resists +11% blight Mind.save +7 (+4 eff.) HP.reg +2.50 ---------- misc Light +3 See.Stealth +10 See.Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  aegis linen wizard hat of the Brotherhood (1 def, 0 armour) 2.0 T1 head armor [Ego++] Arcane While equipped: Stats +2 Con +2 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Defense +1 (+0 eff.) Shield.pwr +5% HP.reg +1.50 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... | 
| Tool |  striking yew wand of clairvoyance [power 11]  (6 cooldown) 2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +2 Strike Cooldown Strike -1 Reveal the area around you, dispelling darkness (radius 11, power 38 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| On fingers |  Scorchshaper the steel ring 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +14% acid +15% fire Res.pen +10% mind +5% temporal Acc +19 (+5 eff.) Apr +10 ----- def ----- Defense +9 (+3 eff.) Resists +28% acid +6% mind Def/telep +15 Res/telep +15% Dur/telep +15% Disengage: Puts all charms on 10 cooldown Level 2.4 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 147% 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 can have magical properties. | 
| On fingers |  warrior's copper ring of tenacity 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +22.00 Disarm- +20% Pinning- +21% Knockbk- +20% Rings can have magical properties. | 
| Around waist |  monstrous rough leather belt of life 1.0 T1 belt armor [Ego+] Nature While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Phys.save +6 (+3 eff.) HP.reg +0.70 Heal.mod +13% ---------- misc Size +1 A belt that goes around your waist. | 
| In main hand |  mighty dragonbone longbow of lightning 4.0 T5 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +8 lightning While equipped: Stats +3 Str dps ---------- Phys.pwr +20 (+4 eff.) Dmg.mod +12% lightning Longbows are used to shoot arrows at your foes. | 
| On hands |  Growmight (0 def, 2 armour) 1.0 T3 hands armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Apr +3 On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +2 Resists +6% nature Phys.save +10 (+5 eff.) Die.at -60.00 life HP.reg +0.80 Heal.mod +15% ---------- misc Cooldown Double Strike -1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Main armor |  troll-hide hardened leather armour of Eyal (3 def, 6 armour) 9.0 T3 light armor [Ego++] Nature While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Max.HP +90.00 HP.reg +6.00 Heal.mod +32% A suit of armour made of leather. | 
| Cloak |  Cloak of Deception 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+4 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. | 
| Around neck |  Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... | 
Inventory
|  healing infusion of the warrior (heal 216) 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 216 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
|  insidious poison infusion (13 nature damage, 47% healing reduction) 0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 18 Travel.spd instantaneous Usage Speed Standard (80% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 12.86 nature damage per turn for 7 turns, and reducing the target's healing received by 47%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
|  movement infusion (431% speed; 6 turns) 0.1 T2 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 431% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
|  heroism infusion of the wizard (+6 for 8 turns, die at -349) 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 8 turns. While Heroism is active, you will only die when reaching -349 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
|  biting gale rune (47 cold damage; freeze 3 turns with power 21) 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 47.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 21 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  biting gale rune (36 cold damage; freeze 3 turns with power 20) 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 36.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 20 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  biting gale rune of the sneak (63 cold damage; freeze 3 turns with power 34) 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 62.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 34 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  shielding rune (absorb 310 for 4 turns) 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 310 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions | 
|  teleportation rune of the titan (range 54) 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 54 with a minimum range of 15. 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 ability. Press to compare to your current inscriptions | 
|  teleportation rune of the warrior (range 121) 0.1 T2 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 Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 121 with a minimum range of 15. 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 ability. Press to compare to your current inscriptions | 
|  invisibility rune (power 12 for 8 turns) 0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 12) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  lightning rune of the duelist (362 lightning damage) 0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 120.74 to 362.21 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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 ability. | 
|  starlit copper amulet of mastery (0.11 Technique / Agility) 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% light +10% darkness Blind- +23% ---------- misc Masteries +0.11 Technique/Agility Amulets can have magical properties. | 
|  Earthen Beads 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 165 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. | 
|  steel amulet of constitution (+4) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con Amulets can have magical properties. | 
|  steel amulet of manastreaming 0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.19 Max.mana +30.00 Amulets can have magical properties. | 
|  Choker of Dread 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+4 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. | 
|  Mirror Shards 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 174 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. | 
|  clarifying gold amulet of mastery (0.15 Technique / Sniper) 0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +15% mind Confus- +27% ---------- misc Masteries +0.15 Technique/Sniper Amulets can have magical properties. | 
|  gold amulet of manastreaming 0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.26 Max.mana +21.00 Amulets can have magical properties. | 
|  copper ring of aether (+10%) 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% arcane ----- def ----- Resists +10% arcane Rings can have magical properties. | 
|  savior's copper ring of arcana(+0.11/turn) 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Silence- +23% ---------- misc Mana/turn +0.11 Rings can have magical properties. | 
|  gladiator's steel ring of pilfering 0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +7 (+1 eff.) Acc +9 (+2 eff.) Apr +7 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.4 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 147% 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 can have magical properties. | 
|  mule's steel ring of arcana(+0.11/turn) 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Silence- +20% ---------- misc Max.enc +23 Mana/turn +0.11 Rings can have magical properties. | 
|  wizard's steel ring of the mind (+10%) 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Dmg.mod +10% mind ----- def ----- Resists +10% mind Spell.save +8 (+8 eff.) Rings can have magical properties. | 
|  gladiator's gold ring of the mind (+13%) 0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +8 (+1 eff.) Dmg.mod +13% mind ----- def ----- Resists +13% mind Rings can have magical properties. | 
|  gold ring of misery 0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 13 bleed Ranged+ 8 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 10% chance to cause random gloom ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. | 
|  gold ring of pilfering 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+2 eff.) Apr +10 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.4 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 147% 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 can have magical properties. | 
|  Flashtide (15-18 power, 3 apr, arcane element) 5.0 T2 staff 2H weapon Reqs Mag 16 [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 fire While equipped: dps ---------- Spell.crit +2% Crit.mult +17.00% Spell.pwr +21 (+12 eff.) Melee+ 19 fire Dmg.mod +15% arcane +6% fire Res.pen +15% acid Melee Ret 8 acid ----- def ----- Resists +3% fire ---------- misc Mana/turn +0.27 Max.mana +38.00 See.Invis +7 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. | 
|  Staff of Absorption 7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+11 eff.) Acc +20 (+5 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. | 
|  dwarven-steel greatmaul 'Unlightwell' (41.5-62.25 power, 2 apr) 5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 41.5 - 62.3 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +16 fire On Hit: * 40% chance to inflict 15% damage reduction While equipped: Stats +3 Str +3 Mag +2 Cun ----- def ----- Crit.dmg- 10.00% ---------- misc Telepathy Humanoid/Orc Massive two-handed mauls. | 
|  steel greatsword (23.5-37.6 power, 2 apr) 3.0 T2 greatsword 2H weapon [Normal] Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. | 
|  flaming dwarven-steel greatsword of shearing (37.5-60 power, 2 apr) 3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 37.5 - 60.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +10 fire While equipped: dps ---------- Dmg.mod +13% physical Res.pen +10% physical Apr +12 Massive two-handed swords. | 
|  truestriking dwarven-steel mace (27-37.8 power, 4 apr) 3.0 T3 mace 1H weapon [Ego+] Master Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +7 (+2 eff.) Apr +8 Blunt and deadly. | 
|  Blood-Letter (33-46.2 power, 4.5 apr) 3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. | 
|  Shantiz the Stormblade (15-19.5 power, 20 apr) 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. | 
|  Eye of the Wyrm (16-17.6 power, 24 apr, physical damage) 3.0 T4 mindstar 1H weapon Reqs Wil 45 [Unique] Nature The natural wyrm seeks an element. Power 16.0 - 17.6 Physical Uses 40% Wil, 10% Cun, 20% Str Mastery Psiblades Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 18% acid 18% cold 18% lightning 18% fire While equipped: dps ---------- Phys.crit +4.0% Mind.crit +4% Phys.pwr +8 (+1 eff.) Mind.pwr +8 (+4 eff.) Dmg.mod +8% lightning +8% physical +8% fire +8% acid +8% cold ----- def ----- Resists +8% acid +8% physical +8% fire +8% lightning +8% cold ---------- misc Masteries +0.10 Wild-gift/Venom drake aspect +0.10 Wild-gift/Cold drake aspect +0.10 Wild-gift/Fire drake aspect +0.10 Wild-gift/Storm drake aspect +0.10 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Fire Breath: Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 8. Any target caught in the area will take 316.63 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. | 
|  Blackwalker 4.0 T2 longbow 2H weapon [Rare] Arcane Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +14 acid On Hit.r1 +6 darkness On Crit.r2 +2 light On Hit: * 20% chance to inflict 15% damage reduction While equipped: dps ---------- Dmg.mod +17% acid +9% darkness Res.pen +5% darkness Longbows are used to shoot arrows at your foes. | 
|  Noonsweeper 4.0 T3 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +8 While equipped: Stats +2 Wil dps ---------- Dmg.mod +20% physical +12% light +9% arcane Res.pen +20% physical ----- def ----- Dur/telep +30% ---------- misc Mana/turn +0.16 Longbows are used to shoot arrows at your foes. | 
|  mighty elven-wood longbow of recursion 4.0 T4 longbow 2H weapon [Ego+] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +9 On Hit: 10% Shoot 1 While equipped: Stats +5 Str dps ---------- Phys.pwr +9 (+2 eff.) Longbows are used to shoot arrows at your foes. | 
|  quiver of elm arrows (16/16, 15.5-21.7 power, 5 apr) 3.0 T1 arrow ammo [Normal] Power 15.5 - 21.7 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 16 Arrows are used with bows to pierce your foes to death. | 
|  Hornet Stingers (20/20, 18-25.2 power, 10 apr) 3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. | 
|  quiver of ash arrows (17/17, 19.5-27.3 power, 7 apr) 3.0 T2 arrow ammo [Normal] Power 19.5 - 27.3 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 17 Arrows are used with bows to pierce your foes to death. | 
|  quiver of ash arrows 'Branuleg' (15/15, 26.5-37.1 power, 13 apr) 3.0 T2 arrow ammo [Random Unique] Arcane/Master Power 26.5 - 37.1 Acid Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Acc +12 Apr +13 Crit +6.5% Capacity 15 Rld cld 4 Proj.spd +200% Ranged+ +12 acid +8 blight On Hit: * 40% chance to corrode armour by 30% Arrows are used with bows to pierce your foes to death. | 
|  Quiver of Domination (9/20, 24-33.6 power, 8 apr) 3.0 T4 arrow ammo [Unique] Psionic Power 24.0 - 33.6 Mind Uses 20% Wil, 50% Str, 60% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. | 
|  pouch of iron shots (17/17, 13-15.6 power, 1 apr) 3.0 T1 shot ammo [Normal] Power 13.0 - 15.6 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 17 Shots are used with slings to pummel your foes to death. | 
|  pouch of dwarven-steel shots (19/19, 31.5-37.8 power, 3 apr) 3.0 T3 shot ammo [Normal] Power 31.5 - 37.8 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 19 Shots are used with slings to pummel your foes to death. | 
|  Torytomas the dwarven-steel shield (8 def, 2 armour, 72.5 block) 7.0 T3 shield armor Reqs Heavy Armour Training 2 [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% arcane +9% temporal Res.pen +10% temporal Melee Ret 8 temporal ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +14% mind Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +3 Block Handheld deflection devices. | 
|  Silk Current (12 def, 0 armour) 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+3 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. | 
|  Firewalker (8 def, 2 armour) 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +8 (+3 eff.) Resists -10% cold +20% fire This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. | 
|  troll-hide cured leather armour (2 def, 4 armour) 9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Max.HP +30.00 HP.reg +5.10 Heal.mod +12% A suit of armour made of leather. | 
|  The Untouchable (14 def, 12 armour) 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. | 
|  prismatic dwarven-steel mail armour of clarity (3 def, 8 armour) 14.0 T3 heavy armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +13% darkness +7% mind +10% light Mind.save +11 (+6 eff.) A suit of armour made of mail. | 
|  Girdle of the Calm Waters 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. | 
|  Salyvena the hardened leather belt 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +2 Dex +7 Mag +5 Cun dps ---------- Res.pen +10% physical ----- def ----- Fatigue -10% Phys.save +9 (+4 eff.) ---------- misc Stam/turn +0.80 Mana/turn +0.30 Max.mana +32.00 A belt that goes around your waist. | 
|  hardened leather belt 1.0 T3 belt armor [Normal] A belt that goes around your waist. | 
|  insulating hardened leather belt of the giants 1.0 T3 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +8 (+1 eff.) ----- def ----- Resists +7% cold +7% fire Spell.save +9 (+9 eff.) ---------- misc Size +1 A belt that goes around your waist. | 
|  linen cloak of the voidstalker (1 def, 0 armour) 2.0 T1 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +10% darkness +11% temporal Def/telep +11 Res/telep +10% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Serpentine Cloak (10 def, 0 armour) 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun +5 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.10 Cunning/Stealth Phase Door: Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Teleports you randomly within a small range of up to 7 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. | 
|  pair of rough leather boots of massiveness (0 def, 1 armour) 2.0 T1 feet armor [Ego+] Master While equipped: Stats +3 Str +4 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +1 Fatigue +1% ---------- misc Size +1 Heave: Puts all charms on 10 cooldown Level 3.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. | 
|  eldritch pair of hardened leather boots of uncanny dodging (5 def, 3 armour) 2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.crit +1% ----- def ----- Armour +3 Defense +5 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +3% ---------- misc Mana/turn +0.12 Max.mana +29.00 A pair of boots made of leather. | 
|  Hathikor the pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Mag dps ---------- Spell.pwr +4 (+3 eff.) S.pwr/crit +8 Res.pen +10% blight Phasing +40% Melee Ret 8 blight ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  miner's pair of iron boots of phasing (0 def, 8 armour) 3.0 T1 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Wil +3 Mag ----- def ----- Armour +8 Fatigue +2% ---------- misc Infravis +1 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Frost Treads (1 def, 4 armour) 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. | 
|  undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour) 3.0 T3 feet armor [Ego++] Arcane While equipped: Stats +2 Wil +3 Mag ----- def ----- Armour +4 Fatigue +3% Silence- +26% Confus- +25% Stun/Frz- +25% Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. | 
|  iron gauntlets of archery (0 def, 1 armour) 1.5 T1 hands armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Acc +5 (+1 eff.) Apr +6 ----- def ----- Armour +1 Steady Shot: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 40% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Fists of the Desert Scorpion (8 def, 4 armour) 1.5 T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+3 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. | 
|  Storm Bringer's Gauntlets (0 def, 3 armour) 1.5 T3 hands armor [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning Chain Lightning: Level 3.0 Pwr.cost 16 out of 16/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 21.34 to 64.02 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. | 
|  dwarven-steel gauntlets 'Blazethorn' (0 def, 2 armour) 1.5 T3 hands armor [Rare] Master While equipped: Stats +6 Dex +6 Con ----- def ----- Armour +2 Resists +12% lightning Phys.save +18 (+7 eff.) Spell.save +6 (+6 eff.) Mind.save +5 (+3 eff.) Disarm- +34% ---------- misc Infravis +2 Telepathy Dragon Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  stabilizing linen wizard hat of the sentry (1 def, 0 armour) 2.0 T1 head armor [Ego] Arcane/Master While equipped: Stats +3 Wil ----- def ----- Defense +1 (+0 eff.) Phys.save +5 (+2 eff.) ---------- misc Infravis +4 See.Stealth +7 See.Invis +6 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 16%, and attempts to push all creatures other than yourself out of its radius, inflicting 3.10 light damage and 3.10 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... | 
|  Serpentblast the rough leather cap (6 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +3% nature ----- def ----- Armour +1 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +1% Resists +6% cold +6% fire Heal.mod +15% ---------- misc Max.stam +15.00 A cap made of leather. | 
|  Daimaregomas the hardened leather cap (0 def, 3 armour) 2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning +6% temporal +7% nature Spell.save +46 (+29 eff.) Max.HP +44.00 Heal.mod +16% A cap made of leather. | 
|  Hat of Arcane Understanding (2 def, 0 armour) 2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. | 
|  Brodyrarion the iron helm (0 def, 3 armour) 3.0 T1 head armor [Rare] Nature While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning +5% temporal +6% mind ---------- misc Light +2 Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  iron helm of dexterity (+2) (0 def, 3 armour) 3.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Steel Helm of Garkul (0 def, 6 armour) 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+12 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. | 
|  dwarven-steel helm (0 def, 4 armour) 3.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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 of health 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +2 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. | 
|  bright brass lantern 2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +4 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. | 
|  bright brass lantern 2.0 T1 lite [Ego] Master While equipped: ---------- 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. | 
|  bright brass lantern of health 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +4 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. | 
|  Wintertide Phial 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. | 
|  alchemist's lamp of health 1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  alchemist's lamp of the moons 1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +8% darkness ----- def ----- Resists +10% light Affinity +5% darkness ---------- misc Light +3 Infravis +4 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 66.52 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  nightwalker's alchemist's lamp 1.0 T3 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+1 eff.) ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Summertide Phial 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  Demonic Soul 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. | 
|  Tooth of the Mouth (dig speed 12 turns) 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
|  iron pickaxe of endurance (dig speed 37 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  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. | 
|  quiet steel torque of kinetic psionic shield [power 45]  (20 cooldown) 2.0 T2 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +1 Silence Cooldown Silence -1 Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 45 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  dwarven-steel torque of psychoportation [power 37]  (30 cooldown) 2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 37) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  hateful dwarven-steel torque of thermal psionic shield [power 85]  (20 cooldown) 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 85 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 6 hate. Torques are made by powerful psionics to store psionic powers. | 
|  elven-wood totem of thorny skin [power 53]  (20 cooldown) 2.0 T4 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 53 and armour hardiness by 60% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  overpowered ash wand of conjuration [power 247]  (13 cooldown) 2.0 T2 wand charm [Ego+] Arcane Fire a bolt of a random element with (base) damage 124 to 247 Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  supercharged ash wand of firewall [power 169]  (7 cooldown) 2.0 T2 wand charm [Ego] Arcane Creates a wall of flames lasting 4 turns (dealing 194 fire damage overall) Puts all charms on 7 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  supercharged yew wand of conjuration [power 307]  (13 cooldown) 2.0 T3 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 154 to 307 Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Heart of the Sandworm Queen 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. | 
Achievements
 Bringer of Doom
			Killed a Bringer of Doom.
			Bringer of Doom
			Killed a Bringer of Doom.By Merkind the Skeleton Archer level 19
10th Pyre 123rd year of Ascendancy at 08:20 see stats
 Curse Lifter
			Killed Ben Cruthdar the Cursed.
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Merkind the Skeleton Archer level 11
21st Dusk 122nd year of Ascendancy at 19:12 see stats
 Earth Master
			Killed Harkor'Zun and unlocked Stone magic.
			Earth Master
			Killed Harkor'Zun and unlocked Stone magic.By Merkind the Skeleton Archer level 16
19th Regrowth 123rd year of Ascendancy at 02:08 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By Merkind the Skeleton Archer level 15
6th Regrowth 123rd year of Ascendancy at 14:19 see stats
 Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Merkind the Skeleton Archer level 20
20th Pyre 123rd year of Ascendancy at 01:57 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Merkind the Skeleton Archer level 10
4th Dusk 122nd year of Ascendancy at 05:55 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By Merkind the Skeleton Archer level 20
19th Pyre 123rd year of Ascendancy at 05:20 see stats
 Rescuer of the lost
			Rescued the merchant from the assassin lord.
			Rescuer of the lost
			Rescued the merchant from the assassin lord.By Merkind the Skeleton Archer level 11
12nd Dusk 122nd year of Ascendancy at 18:53 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By Merkind the Skeleton Archer level 8
2nd Flare 122nd year of Ascendancy at 08:00 see stats
 The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Merkind the Skeleton Archer level 19
11st Pyre 123rd year of Ascendancy at 08:25 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By Merkind the Skeleton Archer level 11
28th Dusk 122nd year of Ascendancy at 20:11 see stats
 Thralless
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless
			Freed at least 30 enthralled slaves in the slavers' compound.By Merkind the Skeleton Archer level 19
10th Pyre 123rd year of Ascendancy at 23:30 see stats
 Treasure Hoarder
			Amassed 3000 gold pieces.
			Treasure Hoarder
			Amassed 3000 gold pieces.By Merkind the Skeleton Archer level 22
68th Pyre 123rd year of Ascendancy at 07:24 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By Merkind the Skeleton Archer level 14
7th Decay 122nd year of Ascendancy at 09:26 see stats
 Vampire crusher
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher
			Destroyed the Master in its lair of the Dreadfell.By Merkind the Skeleton Archer level 25
8th Flare 123rd year of Ascendancy at 07:55 see stats
Log
Saw horror hits Merkind for (34 reacted , -5 stam), (95 absorbed), 0 physical (0 total damage).
Your shield crumbles under the damage!
The shield around Merkind crumbles.
Merkind is no longer evading attacks.
Imploding (slow) from Saw horror hits Merkind for (96 absorbed), 33 physical (33 total damage).
Worm Rot from Worm that walks hits Merkind for 49 blight, 33 acid (82 total damage).
Merkind shoots!
Worm that walks starts to bleed.
Worm that walks resists the mind attack!
Merkind's Shoot hits Worm that walks for 87 physical, 8 lightning, 2 mind (97 total damage).
Saw horror uses Psionic Pull.
Merkind is pulled in!
Saw horror hits Merkind for 113 physical damage.
Bloated horror casts Mind Disruption.
Merkind shrugs off the effect 'Confused'!
Saw horror uses Saw Storm.
Talent Steady Shot is ready to use.
Imploding (slow) from Saw horror hits Merkind for 130 physical damage.
Worm Rot from Worm that walks hits Merkind for 58 blight, 39 acid (97 total damage).
Saw horror's phys.bleed area effect hits Dredgling for 57 physical damage.
Saw horror's phys.bleed area effect hits Animated Sword for 99 physical damage.
Saw horror's phys.bleed area effect hits Merkind for 132 physical damage.
Saw horror's phys.bleed area effect hits Dredgling for 110 physical damage.
Saw horror's phys.bleed area effect hits Bloated horror for (71 absorbed), 0 physical (0 total damage).
Kinetic Aura hits Merkind for 38 physical damage.
Bleeding from Merkind hits Worm that walks for 3 physical damage.
Merkind casts Rune: Teleportation.
Merkind is out of phase.














































