










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them.  Press  Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect: 
 Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
 EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.6Allow 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: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Select your Escorts 1.7.0Allows 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. Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Enhanced Object Compare 1.7.0Improves the "Press  
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Highlight Antimagic Disruptors 1.7.0Adds game option "UI | Hilight arcane-disrupting equipment", which hilights in the equipment display any worn or wielded arcane-disrupting equipment that is causing the Antimagic Disruption effect. Nekarcos's Quality of Life 09: Automation (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Provides the player various settings that control which objects will automatically be excluded from transmogrification. 
 Adds two bindable keys to [Key Bindings] that lets you wait for either 100 or X many turns. 
 Adds a bindable key to [Key Bindings] that causes your currently-controlled character to perform a single, AI-controlled action during combat. 
 When replacing a usable object with another usable object, all of the old object's talent hotkeys will be replaced with the new object's hotkey as well. Stability: High 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
  | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Exploration | 
| Sex | Male | 
| Race | Cornac | 
| Class | Cultist of Entropy | 
| Level / Exp | 17 / 79% | 
| Size | medium | 
| Lifes / Deaths | Killed by bandit at level 16 on the 18th Haze 122nd year of Ascendancy at 12:20  / 2Killed by Glyba the forest troll at level 17 on the 19th Haze 122nd year of Ascendancy at 10:00  | 
Primary Stats
| Strength | 15 (base 12) | 
| Dexterity | 12 (base 10) | 
| Constitution | 16 (base 10) | 
| Magic | 55 (base 44) | 
| Willpower | 12 (base 10) | 
| Cunning | 37 (base 34) | 
Resources
| Life | 293/293 | 
| Insanity | 0/100 | 
| Healing Factor | 1.1745771506546 | 
| Regeneration | 0.29364428766364 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
Offense: Mainhand
| Damage | 20 | 
| Accuracy | 17 | 
| Crit Chance | 11% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 42 | 
| Crit Chance | 18% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 21 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +15% | 
| Light | +3% | 
| Temporal | +15% | 
| Nature | +14% | 
| Physical | +6% | 
| Cold | +9% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +15% | 
| Darkness | +8% | 
| Cold | +5% | 
| Temporal | +8% | 
Defense: Base
| Armour (hardiness) | 19.936086829205 (30%) | 
| Defense | 8 | 
| Ranged Defense | 8 | 
| Fatigue | 0 | 
| Physical Save | 23 | 
| Spell Save | 38 | 
| Mental Save | 17 | 
Defense: Resistances
| Darkness | + 14%( 70%) | 
| Lightning | + 20%( 70%) | 
| Light | + 14%( 70%) | 
| Temporal | + 32%( 70%) | 
| Nature | + 32%( 70%) | 
| Physical | + 15%( 70%) | 
| Cold | + 23%( 70%) | 
| All | + 9%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Knockback Resistance | 10% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 574% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat.  | 
Class Talents
| Demented / Oblivion | 1.30 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
| Demented / Madness | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Demented / Entropy | 1.30 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
| Demented / Nether | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Demented / Timethief | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Demented / Void | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
Generic Talents
| Demented / Calamity | 1.30 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Demented / Beyond sanity | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Demented / Doom | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| talent | Jinxed Touch | 
| talent | Chaos Orbs | 
| talent | Power Overwhelming | 
| talent | Void Stars | 
| talent | Grand Oration | 
| talent | Revelation | 
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
You successfully escorted the injured seer to the recall portal on level 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved Magic by +5.  | done | 
You failed to protect the injured seer from death by Eilinosema the gloomy honey tree. Escort: injured seer (level 2 of Heart of the Gloom) | 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 treasureIt 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 darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | active | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed.  | done | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population.  | active | 
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary.  | done | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The 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 within4 lumberjacks have died.  | done | 
Equipment
| On feet |  Shiverlace the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Critical power +10.00% Damage +6% physical +3% cold defense ------ Armor +1 Resistance +6% lightning +6% temporal Crit Resistance 10.00% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +1.00 A pair of boots made of leather.  | 
| Light source |  Blizzardhacker2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +5% cold When Hit 2 cold defense ------ Resistance +6% darkness +3% temporal Physical save +5 (+3 eff.) Spell save +15 (+6 eff.) Healmod +12% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
| On head |  Uresadraldir the Starreaper (0 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Wil offense ------ Ignore resists +15% physical defense ------ Armor +5 Fatigue +5% Resistance +6% lightning +6% temporal +6% light Physical save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| Tool |  iron torque of psionic shield [power 25]  (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers.  | 
| On fingers |  pixie's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +7 (+2 eff.) Rings make your fingers look great!  | 
| On fingers |  mule's copper ring of nature (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% nature defense ------ Fatigue -5% Resistance +20% nature other ------- Encumbrance +21 Rings make your fingers look great!  | 
| Around waist |  Amylathachik1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Str +3 Mag defense ------ Spell save +3 (+2 eff.) Life +31.00 Knockbk Resist +10% A belt that goes around your waist.  | 
| In main hand |  elm vilestaff 'Snowraven' (100% power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Con offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +6% cold +10% darkness +3% light defense ------ Resistance +15% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
| On hands |  naturalist's rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 6 nature Damage +4% nature Accuracy +11 (+5 eff.) defense ------ Armor +1 Resistance +5% nature Unarmed combat: Weapon Damage 95% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +1 Critical Rate +6.0% Attack Speed 100% On-crit, radius 2 +6 nature On Hit: 10% Venomous Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Main armor |  spellwoven woollen robe of time (+10%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +2 (+1 eff.) Damage +10% temporal defense ------ Resistance +9% all +10% temporal Spell save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
| Cloak |  enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con defense ------ Defense +7 (+7 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  warrior's copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +7% physical other ------- Stamina/turn +0.30 Amulets make your neck look great!  | 
Inventory
 regeneration infusion of the sneak (heal 209; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 209 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions  | 
 regeneration infusion of the titan (heal 120; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 120 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions  | 
 regeneration infusion of the titan (heal 123; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 123 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions  | 
 wild infusion of the psychic (res 17%; physical; dur 3; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions  | 
 wild infusion of the wizard (res 27%; mental; dur 3; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions  | 
 biting gale rune (damage 33; dur 4; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 32.70 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 biting gale rune (damage 33; dur 4; cd 22)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 32.70 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 biting gale rune of the psychic (damage 99; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 98.54 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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.  | 
 biting gale rune of the psychic (damage 63; dur 4; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 62.57 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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.  | 
 blink rune (range 4; phase 11; cd 16)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 blink rune of the sneak (range 5; phase 16; cd 12)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 16%, your defense is increased by 16 and all your resistances by 16%. 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 spell talent.  | 
 ethereal rune (power 10; resist 13%; move 37%; dur 5; cd 21)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 21 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 13% all resistance, you move 37% faster, and you are invisible (power 10). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 manasurge rune (regen 655% over 10 turns; mana 33; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 655% for 10 turns (0 total) and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 manasurge rune of the duelist (regen 672% over 10 turns; mana 34; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 672% for 10 turns (0 total) and instantly restoring 34 mana. Also when resting your mana will regenerate at 0.5 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 spell talent.  | 
 manasurge rune of the wizard (regen 1026% over 10 turns; mana 51; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1026% for 10 turns (0 total) and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. 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.  | 
 shatter afflictions rune (absorb 20; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 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 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shatter afflictions rune (absorb 20; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 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 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune of the titan (absorb 141; dur 3; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 141 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune of the titan (absorb 102; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 102 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +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...  | 
 insulating copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +11% fire +10% cold Amulets make your neck look great!  | 
 copper ring of darkness (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +10% darkness defense ------ Resistance +20% darkness Rings make your fingers look great!  | 
 copper ring of frost (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% cold defense ------ Resistance +22% cold Rings make your fingers look great!  | 
 psionicist's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+4 eff.) Rings make your fingers look great!  | 
 Spellblaze Shard (120% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle.  | 
 Umbral Razor (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 15% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 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 offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 113.38 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.  | 
 Veloldann the voratun greatmaul (182% power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Random Unique] Nature Weapon Damage 183% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +35 nature On-crit, radius 2 +19 acid +45 nature On Hit: * 10% chance to reduce strength, dexterity, and constitution by 22 While equipped: offense ------ Damage +9% blight Ignore resists +28% acid +27% nature Ignore Armor +12 On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 defense ------ Resistance +12% blight Massive two-handed mauls.  | 
 steel greatmaul (131% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Normal] Weapon Damage 131% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Massive two-handed mauls.  | 
 steel greatmaul of shearing (136% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego+] Master Weapon Damage 137% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Ignore resists +10% all Accuracy +13 (+6 eff.) Ignore Armor +7 Massive two-handed mauls.  | 
 steel greatsword (130% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Normal] Weapon Damage 131% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% Massive two-handed swords.  | 
 mighty ash longbow4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +2 Str offense ------ Physical Power +11 (+8 eff.) Longbows are used to shoot arrows at your foes.  | 
 balanced steel longsword of erosion (114% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego] Nature/Master Weapon Damage 114% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 nature While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +7 (+7 eff.) Disarm Resist +28% Sharp, long, and deadly.  | 
 truestriking steel mace of massacre (121% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Ego+] Master Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Ignore resists +5% physical Accuracy +7 (+3 eff.) Ignore Armor +6 Blunt and deadly.  | 
 Magmastone4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-Hit, radius 1 +20 cold While equipped: Stats +2 Str offense ------ Physical Power +6 (+5 eff.) Ignore resists +5% darkness +25% fire defense ------ Resistance +12% fire Slings are used to hurl stones or metal shots at your foes.  | 
 Cracklespawn (100% power, 2 apr, physical element)5.0 Encumbrance T1 staff 1H weapon [Rare] Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Mindpower +5 (+3 eff.) Damage +9% mind +10% physical defense ------ Resistance +6% lightning other ------- Max psi +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 Gilelach the Deepsveil (100% power, 2 apr, physical element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +10% physical Ignore resists +15% darkness defense ------ Armor +2 Resistance +3% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 ash vilestaff (111% power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Normal] Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 ash vilestaff 'Glabrema' (111% power, 3 apr, acid element)5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% acid defense ------ Resistance +9% acid +12% fire Mind save +3 (+3 eff.) Anomaly Control +5 Knockbk Resist +20% other ------- Mana/turn +0.10 Max mana +41.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 cruel ash vilestaff of illumination (111% power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego] Nature/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Critical power +10.00% Spellpower +6 (+2 eff.) Damage +15% darkness defense ------ Defense +6 (+6 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 69.95 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art.  | 
 potent elm magestaff of power (107% power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 107% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +10 (+3 eff.) Damage +13% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 River's Fury (125% power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 126% Range: 1.0x-1.4x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+3 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+5 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.0 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 12.45 cold damage and 12.11 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river.  | 
 insulating rough leather belt of resilience1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: defense ------ Resistance +6% fire +6% cold Life +32.00 A belt that goes around your waist.  | 
 rough leather belt 'Undeathlace'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Str +1 Dex offense ------ Critical power +15.00% Ignore resists +5% nature +10% physical defense ------ Life +37.00 other ------- Stamina/turn +2.00 A belt that goes around your waist.  | 
 rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) defense ------ Physical save +5 (+3 eff.) A belt that goes around your waist.  | 
 Morningblood (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Ignore resists +5% lightning +20% light +5% mind When Hit 6 lightning defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +3% mind +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Turygas the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +1 (+1 eff.) Resistance +9% cold Unlife -20.00 life Life +32.00 Poison Resist +20% Disarm Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Velewe (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +4 Cun defense ------ Defense +1 (+1 eff.) other ------- Light +1 Infravision +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 linen cloak 'Isaratha' (1 def, 7 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +6% mind defense ------ Armor +7 Defense +1 (+1 eff.) Resistance +12% cold +3% nature +6% temporal Unlife -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 spellwoven linen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +6% acid +6% physical +8% fire +7% cold defense ------ Resistance +12% acid +11% physical +11% fire +11% cold +7% all Spell save +16 (+6 eff.) other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 spellwoven linen robe of darkness (+19%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +3 (+1 eff.) Damage +13% darkness defense ------ Resistance +19% darkness +7% all Spell save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Emavena the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +3 Wil offense ------ Spellpower +5 (+2 eff.) Ignore resists +5% arcane +25% blight defense ------ Armor +1 Resistance +6% lightning +6% temporal A pair of boots made of leather.  | 
 dreamer's pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Psionic While equipped: Stats +3 Cun +2 Wil defense ------ Armor +1 Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+4 eff.) A pair of boots made of leather.  | 
 insulating pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Resistance +6% fire +6% cold A pair of boots made of leather.  | 
 traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue -3% Physical save +6 (+3 eff.) other ------- Encumbrance +20 Stamina/turn +0.30 Max stamina +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Daimedrafang the Frostgrinder (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Damage +3% light +6% cold Ignore resists +5% mind Accuracy +5 (+2 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 15 defense ------ Armor +1 Resistance +12% cold Physical save +6 (+3 eff.) Mind save +5 (+4 eff.) Disarm Resist +22% other ------- Light +1 Unarmed combat: Weapon Damage 93% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 10% Perfect Control level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid.  | 
 restful rough leather gloves of magic (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag offense ------ Damage +4% arcane defense ------ Armor +1 Life Regen +2.00 other ------- Stamina/turn +0.60 Max stamina +13.00 Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-hit +6 arcane On-crit, radius 2 +6 arcane On Hit: 10% Nightmare level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 steady dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Psionic While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Armor +2 Fatigue +3% Physical save +5 (+3 eff.) Mind save +7 (+5 eff.) Disarm Resist +22% Unarmed combat: Weapon Damage 123% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Perfect Control level 3 Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Taintsweeper (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +6 Con offense ------ Damage +3% nature Accuracy +10 (+5 eff.) Ignore Armor +5 defense ------ Armor +1 Fatigue +1% Resistance +1% physical A cap made of leather.  | 
 Ulyblek the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% fire +9% temporal +6% cold Crit Resistance 15.00% Spell save +9 (+4 eff.) Life +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 grounding linen wizard hat of corrosion (+6%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% acid defense ------ Defense +1 (+1 eff.) Resistance +6% lightning +6% temporal +16% acid A pointy cloth hat, very wizardly...  | 
 iron helm of might (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +2 Str +3 Con offense ------ Physical Power +4 (+4 eff.) defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 rough leather cap 'Gidana' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Con offense ------ Physical Power +30 (+17 eff.) Ignore resists +5% temporal Ignore Armor +1 defense ------ Armor +1 Fatigue +1% Physical save +3 (+2 eff.) Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 30.2 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather.  | 
 stabilizing iron helm of dexterity (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +5% Physical save +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Normal] While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail.  | 
 cured leather armour of lightning resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Master While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +15% lightning A suit of armour made of leather.  | 
 steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Normal] While equipped: defense ------ Armor +9 Fatigue +22% A suit of armour made of metal plates.  | 
 steel shield (0 def, 4 armour, 112% power, 40 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Normal] When used to Attack: Weapon Damage 112% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices.  | 
 10 agate0.0 Encumbrance 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.  | 
 53 alchemist agate0.0 Encumbrance 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.  | 
 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 opal0.0 Encumbrance 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.  | 
 2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+3 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Shinestreaker the iron pickaxe (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Damage +9% acid +9% light Ignore resists +5% lightning +5% light When Hit 2 light defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 94.77 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 94.77 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light.  | 
 Venomtrail the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Cun +1 Str offense ------ Ignore resists +15% nature +10% cold defense ------ Mind save +5 (+4 eff.) other ------- Light +3 Infravision +3 See Stealth +6 See Invisibility +6 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 lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
 brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
 Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 125.30 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame.  | 
 Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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.  | 
 Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 Rod of Annulment (1/1)2.0 Encumbrance 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 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Transmogrification Chest2.0 Encumbrance 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.  | 
 Brandorder [power 165]  (15 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +3% acid Ignore resists +10% fire On-Hit (Melee): * 20% chance to reduce armor by 32% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 175 physical damage Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase the duration of 2 beneficial effects by 1. 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 Gareth the Furnacereek [power 25]  (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% light defense ------ Armor +4 Defense +10 (+10 eff.) Resistance +9% fire Unlife -40.00 life Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 38. Torques are made by powerful psionics to store psionic powers.  | 
 cleansing elm totem of stinging [power 116]  (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 132 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power.  | 
 elm totem of healing [power 116]  (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power.  | 
 elm totem of stinging 'Dimbrawn' [power 116]  (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +6% mind +3% darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 defense ------ Resistance +3% darkness Sting an enemy dealing 132 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce fatigue by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power.  | 
 extending elm totem of stinging [power 116]  (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 132 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power.  | 
 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 powerful elm wand of shielding [power 116]  (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Curse Lifter (Exploration mode)
			Killed Ben Cruthdar the Cursed.By Balthier the Cornac Cultist of Entropy level 16
9th Haze 122nd year of Ascendancy at 10:07 see stats
			Level 10 (Exploration mode)
			Got a character to level 10.By Balthier the Cornac Cultist of Entropy level 10
1st Flare 122nd year of Ascendancy at 16:37 see stats
			The Arena (Exploration mode)
			Unlocked Arena mode.By Balthier the Cornac Cultist of Entropy level 12
1st Dusk 122nd year of Ascendancy at 05:30 see stats
			The secret city (Exploration mode)
			Discovered the truth about mages.By Balthier the Cornac Cultist of Entropy level 15
38th Dusk 122nd year of Ascendancy at 02:30 see stats
Log
Resting starts...
Balthier's is no longer wasting away.
Talent Black Monolith is ready to use.
Rested for 37 turns (stop reason: all resources and life at maximum).
You don't see how to get there...
You don't see how to get there...
Today is the 23rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
An object rolls from the chest!
Balthier picks up (G.): truestriking steel mace of massacre (121% power, 3 apr).
You don't see how to get there...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
You carry too much--you are encumbered!
Drop some of your items.
Balthier wears (replacing mule's copper ring of nature (+20%)): pixie's steel ring.
You are no longer encumbered.
Balthier wears (replacing copper ring of darkness (+20%)): mule's copper ring of nature (+20%).








































































































