








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High 
 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:
 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:
 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Examine Floor Stack 1.7.0Adds an action to the right-click map menu to examine a stack of objects on the floor. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Interact with Sidekicks 1.7.0Provides an interface to interact with party members similar to the Interact with the Golem talent, by which yo ucan alter their equipment or spend their talent points. Also adds additional functionality like applying a rune or infusion directly to a party member, or managing its talent point plan in conjunction with the Talent Point Planner addon. Standard actions from the "Give order" dialog can also optionally be included, controlled by game option "Gameplay | Include party orders in interaction dialogs". The interaction dialog is bound to Alt-Shift-I by default, and can also be accessed by right-clicking on a suitable party member on the map or via the "Interact with Party Members" action on the main game menu. (NOTE: If you are using this addon in conjunction with the Talent Point Planner addon, you will need to upgrade the latter to release 10.8.3 or higher for compatibility. Similarly, if you are using this addon with the ZOmnibus Addon Pack or ZOmnibus Lite, you will need to upgrade it to release 17.2.3 or higher for compatibility.) Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module: 
 Affected talents from the Embers of Rage DLC: 
 Affected talents from the Ashes of Urh'Rok DLC: 
 Affected talents from the Forbidden Cults DLC: 
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by  Codefly  
 DescriptionThis addon replaces ToME's floating combat text: 
 Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat. 
 Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game: 
 Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. 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 | Insane Adventure | 
| Sex | Female | 
| Race | Skeleton | 
| Class | Cursed | 
| Level / Exp | 23 / 68% | 
| Size | medium | 
| Lifes / Deaths | Killed by Nerunn the rattlesnake at level 13 on the 12nd Dusk 122nd year of Ascendancy at 02:112 / 3 Killed by Bethythra the bee swarm at level 22 on the 9th Regrowth 123rd year of Ascendancy at 20:07 Killed by Burb the snow giant champion at level 23 on the 17th Regrowth 123rd year of Ascendancy at 10:44 | 
Primary Stats
| Strength | 65 (base 51) | 
| Dexterity | 21 (base 10) | 
| Constitution | 22 (base 20) | 
| Magic | 15 (base 10) | 
| Willpower | 56 (base 37) | 
| Cunning | 17 (base 10) | 
Resources
| Life | 602/602 | 
| Hate | 100/100 | 
| Healing Factor | 1.2593513699923 | 
| Regeneration | 12.908351542421 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -60% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| See Invisible | 6.0000000000003 | 
Offense: Mainhand
| Damage | 105 | 
| Accuracy | 45 | 
| Crit Chance | 7% | 
| APR | 15 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 20 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 47 | 
| Crit Chance | 7% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +23% | 
| Blight | +8% | 
| Arcane | +6% | 
| Cold | +27% | 
| All | 0% | 
| Lightning | +12% | 
| Light | +15% | 
| Physical | +13% | 
| Mind | +5% | 
| Nature | +8% | 
Offense: Damage Penetration
| Acid | +10% | 
| Light | +10% | 
| Blight | +25% | 
| Physical | +10% | 
| Mind | +10% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 23 (57.155997060385%) | 
| Defense | 44 | 
| Ranged Defense | 44 | 
| Fatigue | 0 | 
| Physical Save | 43 | 
| Spell Save | 37 | 
| Mental Save | 27 | 
Defense: Resistances
| Cold | + 34%( 70%) | 
| Acid | + 34%( 70%) | 
| Light | + 26%( 70%) | 
| Nature | + 34%( 70%) | 
| Darkness | + 32%( 70%) | 
| Physical | + 27%( 70%) | 
| Fire | + 19%( 70%) | 
| All | + 17%( 70%) | 
Defense: Immunities
| Stun Resistance | 18% | 
| Confusion Resistance | 18% | 
| Fear Resistance | 100% | 
| Poison Resistance | 100% | 
| Blind Resistance | 26% | 
| Disarm Resistance | 55% | 
| Bleed Resistance | 100% | 
| Pinning Resistance | 17% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 18% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 14 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 309 damage for 4 turns. Its effects scale with your Cunning stat. | 
| Runes | Effective talent level: 1.0Rune: Teleportation Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 47 with a minimum range of 15. Its effects scale with your Dexterity stat. | 
| Runes | Effective talent level: 1.0Rune: Blink Use mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Willpower stat. | 
| Runes | Effective talent level: 1.0Rune: Mirror Image Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. | 
Class Talents
| Cursed / Gloom | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cursed / Predator | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cursed / Rampage | 1.30 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| Cursed / Strife | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Cursed / Slaughter | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cursed / Endless hunt | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Cursed / Cursed aura | 1.00 | 
| 
 | 4/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Undead / Skeleton | 1.10 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Cursed form | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased.Zero Gravity | 
| beneficial effect | Increases defense by 14.Mobile Defense | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave | active | 
| You failed to protect the lost defiler from death by fire wyrm.Escort: lost defiler (level 3 of Old Forest) | failed | 
| You failed to protect the lost sun paladin from death by Ivydatira the white crystal.Escort: lost sun paladin (level 2 of Scintillating Caves) | failed | 
| You successfully escorted the lost tinker to the recall portal on level 3 of Scintillating Caves.Escort: lost tinker (level 3 of Scintillating Caves) As a reward you improved talent Endless Endurance (+1 level(s)). | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. | active | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed electric eel tail. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed length of troll intestine. * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed minotaur nose. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You 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 to join the slavers and take part in their game. You won the ring of blood! | done | 
Equipment
| On feet |  Frost Treads (Corpses) (1 def, 4 armour) 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Corpses A pair of leather boots. Cold to the touch, they radiate a cold blue light. | 
| Light source |  Morningvagrant the brass lantern 2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% light +18% acid Res.pen +10% light +10% acid Melee Ret 6 acid ----- def ----- Resists +6% darkness Affinity +5% light ---------- misc Light +7 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 73.35 light damage. At talent level 3 you gain 13% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. 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 |  hardened leather cap 'Yvobrekira' (Nightmares) (6 def, 9 armour) 2.0 T3 head armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +5 Mag +4 Wil dps ---------- Spell.crit +3% Dmg.mod +8% blight +6% arcane ----- def ----- Armour +9 Defense +6 (+2 eff.) Fatigue +3% Resists +4% all Phys.save +8 (+2 eff.) Spell.save +9 (+4 eff.) Cut- +20% Curse of Nightmares A cap made of leather. | 
| Tool |  ash totem of thorny skin 'Lisewe' [power 25]  (20 cooldown) 2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +3 Wil +2 Con ---------- misc See.Invis +6 Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to increase all damage by 13% for 2 turns. 100% to heal for 46. 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  Bloodcaller 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 9.39 You won the Ring of Blood trial, and this is your reward. | 
| On fingers |  Ring of Growth 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. | 
| Around waist |  Gilymas (Madness) 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Res.pen +25% blight Phasing +20% On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 12 ----- def ----- Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +49.00 ---------- misc Mana/turn +0.16 Curse of Madness A belt that goes around your waist. | 
| In main hand |  Stormfront (Madness) (30-45 power, 15 apr) 3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold Curse of Madness The blade glows faintly blue, and reflects a sky full of stormy clouds. | 
| On hands |  Arythra the hardened leather gloves (Madness) (5 def, 2 armour) 1.0 T2 hands armor [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 5 acid Dmg.mod +5% acid Acc +14 (+4 eff.) ----- def ----- Armour +2 Defense +5 (+1 eff.) Resists +6% acid Phys.save +13 (+4 eff.) Mind.save +11 (+6 eff.) HP.reg +2.00 Poison- +20% Disarm- +55% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Main armor |  Robe of Force (Misfortune) (12 def, 8 armour) 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Curse of Misfortune Send out a range 5 beam of kinetic energy, dealing 35.56 to 44.45 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. | 
| Cloak |  Cloak of Deception (Corpses) 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+1 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. | 
| Around neck |  Beyroddasus 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Resists +3% fire +11% light +12% darkness Spell.save +15 (+6 eff.) Max.HP +20.00 HP.reg +2.00 Blind- +26% Amulets make your neck look great! | 
Inventory
|  acid wave rune of the wizard (damage 80; dur 4; cd 18) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 79.95 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  ethereal rune of the psychic (power 24; resist 29%; move 42%; dur 5; cd 19) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 29% all resistance, you move 42% faster, and you are invisible (power 24). Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune of the psychic (absorb 76; cd 18) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 76 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Delyromildir the Stormsweep 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Str +8 Lck +3 Con dps ---------- Acc +9 (+3 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +5 (+1 eff.) Resists +5% arcane +3% temporal Unseen.red 11% Amulets make your neck look great! | 
|  Earthen Beads 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 250 (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. | 
|  Vorebrewe the copper amulet 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +1 Con dps ---------- Acc +10 (+3 eff.) ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc See.Invis +6 Amulets make your neck look great! | 
|  Blazeflash the gold ring 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +1 Dex +1 Wil dps ---------- Melee Ret 6 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Fatigue -5% ---------- misc Max.enc +25 See.Invis +24 Rings make your fingers look great! | 
|  Vargh Redemption 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 19.56 cold and 17.40 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. | 
|  Wheel of Fate 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? | 
|  copper ring 'Sootpierce' 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% darkness Acc +6 (+2 eff.) On Hit (Melee): * 20 arcane resource burn * 10% chance to reduce all saves and defense by 29 ----- def ----- Resists +3% lightning Rings make your fingers look great! | 
|  psionicist's steel ring of perseverance 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! | 
|  savior's copper ring of frost (+20%) 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Phys.save +6 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! | 
|  solipsist's copper ring of misery 0.1 T1 ring jewelry [Ego++] Psionic While equipped: Stats +7 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 8 physical Ranged+ 6 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 29 On Hit (Ranged): * 11% chance to reduce all saves and defense by 29 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! | 
|  steel ring of luminosity 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 14 light Ranged+ 11 light Dmg.mod +12% light Rings make your fingers look great! | 
|  treant's steel ring of perseverance 0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +6% nature +7% blight HP.reg +2.00 Poison- +10% Disease- +14% Stun/Frz- +20% Rings make your fingers look great! | 
|  Berylach (Nightmares) (34-52 power, 2 apr) 3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Master Power 34.5 - 51.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage On Crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 While equipped: dps ---------- Spell.crit +2% Spell.pwr +10 (+5 eff.) S.pwr/crit +6 Acc +7 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +28% Curse of Nightmares Massive two-handed battleaxes. | 
|  dwarven-steel battleaxe 'Greensquall' (Shrouds) (32-47 power, 2 apr) 3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Psionic Power 31.5 - 47.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +14 mind On Crit.r2 +12 nature On Hit: * 10% chance to reduce armor by 22% * 10% chance to slow global speed by 57% * 33% chance to reduce all saves and defense by 29 * 25% chance for lightning to strike from the target to a second target dealing 29 damage On Crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 While equipped: Stats +5 Cun +5 Wil dps ---------- Melee Ret 4 acid Curse of Shrouds Massive two-handed battleaxes. | 
|  Dagger of the Past (Nightmares) (25-32 power, 20 apr) 1.0 T3 dagger 1H weapon Reqs Mag 24 Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+4 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Curse of Nightmares Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. | 
|  Swordbreaker (Misfortune) (25-32 power, 20 apr) 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. Curse of Misfortune This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. | 
|  Umbral Razor (Corpses) (25-32 power, 10 apr) 1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Curse of Corpses Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 62.31 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. | 
|  elemental steel dagger (Shrouds) (12-16 power, 6 apr) 1.0 T2 dagger 1H weapon [Ego+] Arcane Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 29 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +5% acid Res.pen +11% acid Curse of Shrouds Sharp, short and deadly. | 
|  Bill's Tree Trunk (Misfortune) (30-51 power, 7 apr) 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Curse of Misfortune Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! | 
|  Spectral Blade (Misfortune) (26-42 power, 25 apr) 0.1 T2 greatsword 2H weapon Reqs Mag 18 [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed Curse of Misfortune This sword appears weightless, and nearly invisible. | 
|  dwarven-steel greatsword of enduring (Madness) (37-59 power, 2 apr) 3.0 T3 greatsword 2H weapon [Ego+] Nature Power 37.0 - 59.2 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 +12 Con +9 Wil ----- def ----- Max.HP +35.00 Curse of Madness Massive two-handed swords. | 
|  horrifying thorny mindstar of venom (Madness) (8-9 power, 24 apr, nature damage) 3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 8.5 - 9.4 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 +6 (+2 eff.) Melee+ 9 acid 6 mind 5 darkness Dmg.mod +6% acid +3% mind +4% darkness Res.pen +6% acid ----- def ----- Resists +7% acid HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar Curse of Madness 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. | 
|  Bregireyon (Shrouds) (22-31 power, 4 apr) 3.0 T3 waraxe 1H weapon [Rare] Master Power 22.5 - 31.5 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 +4 Str +3 Con dps ---------- Acc +8 (+2 eff.) Melee Ret 6 mind ----- def ----- Defense +6 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +30% ---------- misc Max.psi +20.00 Infravis +2 Curse of Shrouds One-handed war axes. | 
|  Skullcleaver (Misfortune) (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 Curse of Misfortune 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. | 
|  Bethaba the rough leather belt (Madness) 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Armour +8 Resists +6% fire Spell.save +3 (+1 eff.) Mind.save +6 (+3 eff.) Die.at -20.00 life Max.HP +47.00 Blind- +20% Curse of Madness A belt that goes around your waist. | 
|  Mighty Girdle (Shrouds) 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 Curse of Shrouds This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. | 
|  Rope Belt of the Thaloren (Madness) 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony Curse of Madness The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. | 
|  drakeskin leather belt 'Lisigawen' (Misfortune) 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Con dps ---------- Mind.pwr +5 (+1 eff.) Melee Ret 2 arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Defense +13 (+4 eff.) Resists +8% fire +5% arcane +8% cold Mind.save +6 (+3 eff.) Stealth +11 Curse of Misfortune A belt that goes around your waist. | 
|  rough leather belt 'Adulaith' (Madness) 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 29 ----- def ----- Resists +9% cold +6% nature +5% arcane HP.reg +0.80 Heal.mod +11% Curse of Madness A belt that goes around your waist. | 
|  Sootsweep the linen cloak (Misfortune) (1 def, 6 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% cold Die.at -20.00 life ---------- misc Stam/turn +2.00 See.Invis +3 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Wintertooth the cashmere cloak (Misfortune) (10 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Res.pen +25% cold ----- def ----- Defense +10 (+3 eff.) Resists +9% darkness +5% arcane +6% light Crit.chn- 15.00% Phys.save +8 (+2 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  cashmere cloak 'Sootvortex' (Misfortune) (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Acc +19 (+6 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 24% * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+0 eff.) Fatigue -5% Resists +9% acid +2% physical Die.at -20.00 life Max.HP +50.00 ---------- misc Max.stam +12.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  linen cloak 'Soottide' (Madness) (1 def, 6 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire Res.pen +5% darkness +10% lightning ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +3% lightning +12% cold +12% darkness Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Olyruirig (Misfortune) (0 def, 0 armour) 2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% blight ----- def ----- Resists +2% physical +9% light +21% blight +6% fire +5% arcane +7% all Crit.chn- 10.00% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Windpassion the pair of iron boots (Nightmares) (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +3% cold ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal +6% light +3% cold +6% nature Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  undeterred pair of hardened leather boots (Nightmares) (0 def, 3 armour) 2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +26% Confus- +32% Stun/Frz- +20% Curse of Nightmares A pair of boots made of leather. | 
|  Crystle's Astral Bindings (Misfortune) (0 def, 0 armour) 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Curse of Misfortune Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. | 
|  Flamewrought (Nightmares) (0 def, 2 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 56.92 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. | 
|  Wyrmbreath (Nightmares) (0 def, 4 armour) 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 190.63 fire damage over 3 turns. 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%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. | 
|  Gluriama (Madness) (5 def, 2 armour) 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +5% mind ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +1% Resists +3% physical ---------- misc Equi/ret +0.04 Hate/m.crit +2.00 Max.hate +4.00 Infravis +1 Curse of Madness A cap made of leather. | 
|  dwarven-steel mail armour 'Stormpower' (Madness) (3 def, 8 armour) 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Dmg.mod +15% light Melee Ret 2 lightning ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +18% acid +10% darkness +3% lightning +7% mind +12% light Mind.save +14 (+7 eff.) ---------- misc Light +2 Curse of Madness A suit of armour made of mail. | 
|  enlightening dwarven-steel plate armour of the dragon (Corpses) (0 def, 11 armour) 17.0 T3 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +11 Fatigue +22% Resists +5% acid +7% physical +8% cold +7% lightning +7% fire Mind.save +10 (+5 eff.) Disarm- +24% Stun/Frz- +27% Knockbk- +23% ---------- misc Cooldown Rush -5 Curse of Corpses A suit of armour made of metal plates. | 
|  reinforced dwarven-steel shield of resistance (Corpses) (0 def, 9 armour, 31-37 power, 109 block) 7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 31.0 - 37.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +109 While equipped: ----- def ----- Armour +9 Fatigue +8% Resists +8% acid +5% fire +8% lightning +7% cold ---------- misc Talents +1 Block Curse of Corpses Handheld deflection devices. | 
|  5 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. | 
|  392 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  5 aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  2 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  4 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. | 
|  6 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Mirewild (dig speed 28 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+1 eff.) Melee Ret 2 acid 4 nature ----- def ----- Resists +3% acid +9% nature +9% lightning ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Tooth of the Mouth (dig speed 12 turns) 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
|  emerald 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Eremador the brass lantern 2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 57% ----- def ----- Resists +9% cold +6% light +5% arcane Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Tidezephyr the brass lantern 2.0 T1 lite [Rare] Master While equipped: Stats +1 Str +1 Mag +2 Cun ----- def ----- Resists +12% cold ---------- misc Light +7 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 +2 Infravis +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. | 
|  Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. | 
|  Crystal Focus 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. | 
|  garnet 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Annulment (1/1) 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. | 
|  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 354/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Islogana the dwarven-steel torque of clear mind [power 2]  (25 cooldown) 2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% temporal Melee Ret 2 temporal ----- def ----- Resists +6% temporal Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 54. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. | 
|  extending steel torque of mindblast [power 170]  (15 cooldown) 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 178 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. | 
|  iron torque of psionic shield [power 25]  (25 cooldown) 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  steel torque of gale force 'Searsweeper' [power 160]  (15 cooldown) 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% lightning +9% light Melee Ret 4 fire ----- def ----- Resists +12% lightning +21% fire Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 181 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  Camodoldil [power 110]  (15 cooldown) 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Melee Ret 2 physical ----- def ----- Phys.save +3 (+1 eff.) ---------- misc Stam/turn +2.00 Infravis +3 Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  Timamnir [power 122]  (15 cooldown) 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +10% arcane ----- def ----- Armour +4 Resists +9% lightning +12% mind Crit.chn- 15.00% Sting an enemy dealing 132 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  ash totem of summon tentacle 'Blazequench' [power 150]  (25 cooldown) 2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +15% lightning +9% arcane Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 349 Base Damage: 154 Armor: 5 All Resist: 6 Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to heal for 33. 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. | 
|  4 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. | 
|  elm wand of conjuration 'Alevon' [power 105]  (15 cooldown) 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Acc +5 (+1 eff.) ----- def ----- Knockbk- +10% ---------- misc Stam/turn +1.00 Fire a magical bolt dealing 129 acid damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  elm wand of shielding 'Gluyatha' [power 122]  (20 cooldown) 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% mind ----- def ----- Resists +15% temporal Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  3 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  7 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  8 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Bringer of Doom (Insane (Adventure) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Insane (Adventure) difficulty)
			Killed a Bringer of Doom.By Siemitenen the Skeleton Cursed level 22
9th Regrowth 123rd year of Ascendancy at 04:27 see stats
 Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.By Siemitenen the Skeleton Cursed level 21
69th Haze 122nd year of Ascendancy at 21:06 see stats
 Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!
			Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!By Siemitenen the Skeleton Cursed level 20
56th Haze 122nd year of Ascendancy at 12:09 see stats
 Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Siemitenen the Skeleton Cursed level 10
10th Flare 122nd year of Ascendancy at 02:12 see stats
 Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Siemitenen the Skeleton Cursed level 20
55th Haze 122nd year of Ascendancy at 15:48 see stats
 That was close (Insane (Adventure) difficulty)
			Killed your target while having only 1 life left.
			That was close (Insane (Adventure) difficulty)
			Killed your target while having only 1 life left.By Siemitenen the Skeleton Cursed level 18
47th Haze 122nd year of Ascendancy at 21:53 see stats
 The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Siemitenen the Skeleton Cursed level 12
9th Dusk 122nd year of Ascendancy at 14:15 see stats
 The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By Siemitenen the Skeleton Cursed level 15
22nd Dusk 122nd year of Ascendancy at 01:07 see stats
 Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.By Siemitenen the Skeleton Cursed level 21
70th Haze 122nd year of Ascendancy at 02:52 see stats
 Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Siemitenen the Skeleton Cursed level 14
13rd Dusk 122nd year of Ascendancy at 01:14 see stats
Log
Raze hits Siemitenen for (12 rampage shugs off), 0 darkness (0 total damage).
Hymn of Detection hits Siemitenen for (28 rampage shugs off), 0 darkness (0 total damage).
Siemitenen casts Rune: Teleportation.
You feel your rampage slowing down. (-1 duration)
Siemitenen has shrugged off 40 damage and is ready for more.
Siemitenen recovers sight.
Talent Harass Prey is ready to use.
Giant fire ant spits flames!
Snow giant casts Mind Disruption.
Siemitenen resists the effect 'Confused'!
Giant fire ant hits Siemitenen for (8 rampage shugs off), 0 fire (0 total damage).
Your movements fuel your rampage! (+1 duration)
Burb the snow giant champion uses Giant Leap.
Burb the snow giant champion misses Siemitenen.
Siemitenen is dazed!
Burb the snow giant champion hits Siemitenen for (40 rampage shugs off), 41 physical, 26 cold (68 total damage).
Melee retaliation hits Burb the snow giant champion for 7 acid damage.
Siemitenen the level 23 skeleton cursed was iced to death by Burb the snow giant champion on level 1 of Daikara.
You are unable to move!
You are unable to move!
Something is no longer being stalked by Siemitenen.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Burb the snow giant champion killed Siemitenen!
Saving game...
Saving done.















































