












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
 Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Drem | 
| Class | Writhing One | 
| Level / Exp | 21 / 80% | 
| Size | big | 
| Lifes / Deaths | Killed by Cyredhenne the rattlesnake at level 11 on the 1st Loss 122nd year of Ascendancy at 21:593 / 2 Killed by armoured skeleton warrior at level 18 on the 26th Steel 123rd year of Ascendancy at 09:59 | 
Primary Stats
| Strength | 17 (base 13) | 
| Dexterity | 18 (base 10) | 
| Constitution | 17 (base 13) | 
| Magic | 64 (base 50) | 
| Willpower | 14 (base 10) | 
| Cunning | 41 (base 39) | 
Resources
| Life | 690/690 | 
| Mana | 208/220 | 
| Insanity | 0/100 | 
| Healing Factor | 1.0629415192739 | 
| Regeneration | 4.5175014569141 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +11.09386761032% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
| Infravision | 5 | 
| See Stealth | 34.555455561842 | 
| See Invisible | 37.555455561842 | 
Offense: Mainhand
| Damage | 47 | 
| Accuracy | 49 | 
| Crit Chance | 21% | 
| APR | 14 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 54 | 
| Crit Chance | 23% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 23 | 
| Crit Chance | 10% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +75% | 
| Light | +16% | 
| Temporal | +25% | 
| Blight | +25% | 
| Arcane | +19% | 
| Nature | +17% | 
| All | +13% | 
Offense: Damage Penetration
| Lightning | +15% | 
| Darkness | +15% | 
| Fire | +25% | 
| Cold | +5% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 12.279179090217 (35.65183292883%) | 
| Defense | 39 | 
| Ranged Defense | 39 | 
| Fatigue | 0 | 
| Physical Save | 14 | 
| Spell Save | 28 | 
| Mental Save | 40 | 
Defense: Resistances
| Acid | + 39%( 70%) | 
| Blight | + 39%( 70%) | 
| Arcane | + 40%( 70%) | 
| Cold | + 42%( 70%) | 
| All | + 37%( 70%) | 
| Darkness | + 41%( 70%) | 
| Light | + 44%( 70%) | 
| Temporal | + 42%( 70%) | 
| Physical | + 41%( 70%) | 
| Lightning | + 42%( 70%) | 
| Fire | + 46%( 70%) | 
| Nature | + 41%( 70%) | 
Defense: Immunities
| Pinning Resistance | 24% | 
| Disarm Resistance | 24% | 
| Confusion Resistance | 82% | 
| Silence Resistance | 20% | 
| Stun Resistance | 39% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 20% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 394 life over 5 turns. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions 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 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 69 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 Cunning stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 738% 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. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: 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 82 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 Cunning stat. | 
Class Talents
| Demented / Tentacles | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| Demented / Path of horror | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Demented / Disfigured face | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Friend of the worm | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Demented / Horrific body | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Demented / Controlled horrors | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Spell / Staff combat | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Drem | 1.00 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| Demented / Beyond sanity | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
Effects
| talent | Defensive Posture | 
| talent | Chaos Orbs | 
| beneficial effect | Linked to their horror ally gaining 16% all damage resistance.Shared Insanity | 
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 successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire.Escort: temporal explorer (level 2 of Trollmire) As a reward you improved Magic by +5. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Possessed. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed sandworm tooth. | active | 
| A huge mindless and corrupted worm is heading toward Kroshkkur!The Worm That Devours It has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done | 
| 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 heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  Blindguile the pair of rough leather boots (15 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Armour +1 Defense +15 (+5 eff.) Mind.save +3 (+1 eff.) Die.at -80.00 life Disengage: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. | 
| Light source |  Obsidianspawn the brass lantern 2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Resists +3% acid Phys.save +3 (+3 eff.) Max.HP +61.00 HP.reg +4.00 Silence- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  Glarewake (1 def, 0 armour) 2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% light +21% darkness Melee Ret 2 light ----- def ----- Defense +1 (+0 eff.) Resists +6% light +3% blight ---------- misc Equi/ret +0.80 Psi/ret +0.90 Hate/ret +0.70 A pointy cloth hat, very wizardly... | 
| Tool |  dwarven-steel torque of psionic shield 'Blackwitch' [power 75]  (21 cooldown) 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% cold ----- def ----- Resists +6% light +9% temporal +6% darkness +5% arcane Spell.save +3 (+1 eff.) Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 21 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  gold ring 'Furnacenail' 0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +25% fire Melee Ret 6 fire ----- def ----- Mind.save +8 (+3 eff.) Confus- +31% ---------- misc Light +3 Rings make your fingers look great! | 
| On fingers |  Tidewend the steel ring 0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +4 Dex +1 Con dps ---------- Acc +16 (+5 eff.) Apr +9 ----- def ----- Defense +7 (+2 eff.) Resists +6% cold Max.HP +24.00 Disarm- +24% Pinning- +24% Knockbk- +20% ---------- misc Light +1 See.Invis +3 Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
| Around waist |  Darkspar the rough leather belt 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+2 eff.) Res.pen +10% darkness Acc +10 (+3 eff.) Apr +1 ----- def ----- Crit.chn- 15.00% Spell.save +6 (+3 eff.) Die.at -40.00 life ---------- misc Size +1 A belt that goes around your waist. | 
| In main hand |  yew magestaff 'Beliyon' (20-24 power, 4 apr, darkness element) 5.0 T3 staff 1H weapon [Random Unique] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag dps ---------- Phys.crit +8.0% Spell.crit +13% Crit.mult +14.00% Phys.pwr +5 (+3 eff.) Spell.pwr +15 (+5 eff.) Dmg.mod +20% darkness +6% arcane Acc +10 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 1.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 92.87 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. | 
| On hands |  Tulymas the Skyfoe (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 nature Dmg.mod +4% nature +12% temporal Res.pen +5% darkness +15% lightning On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +9% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
| Main armor |  focusing elven-silk robe of power (0 def, 0 armour) 2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +11 (+4 eff.) Dmg.mod +13% all ----- def ----- Resists +15% all ---------- misc Mana/turn +0.28 Psi/turn +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak |  resilient linen cloak of Iron Throne (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Tidebait the copper amulet 0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Armour +4 Resists +3% cold +7% physical +15% fire Mind.save +6 (+2 eff.) Max.HP +20.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! | 
Inventory
|  movement infusion of the warrior (speed 518%; cd 8) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 518% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  regeneration infusion of the wizard (heal 430; 13 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 430 life over 5 turns. 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. | 
|  regeneration infusion of the wizard (heal 307; 12 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 307 life over 5 turns. 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. | 
|  regeneration infusion of the wizard (heal 312; 13 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 312 life over 5 turns. 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. | 
|  regeneration infusion of the wizard (heal 375; 14 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 375 life over 5 turns. 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. | 
|  shatter afflictions rune of the warrior (absorb 48; cd 12) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 48 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune of the warrior (absorb 114; 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 create a protective shield absorbing at most 114 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Mayolekira the Frigidstinger 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% cold ----- def ----- Resists +6% acid +9% fire +3% blight Phys.save +11 (+8 eff.) Spell.save +11 (+5 eff.) Mind.save +12 (+4 eff.) Amulets make your neck look great! | 
|  Nerolle 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun dps ---------- Crit.mult +13.00% Acc +5 (+1 eff.) Apr +13 ----- def ----- Resists +6% nature +6% cold Phys.save +12 (+9 eff.) Spell.save +15 (+7 eff.) Mind.save +16 (+5 eff.) Silence- +10% Amulets make your neck look great! | 
|  Shockwrither 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +3% lightning Res.pen +10% lightning ----- def ----- Resists +9% blight +3% fire +3% mind +3% nature Amulets make your neck look great! | 
|  Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
|  clarifying copper amulet of dexterity (+3) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +10% mind Confus- +23% Amulets make your neck look great! | 
|  cleansing copper amulet of mastery (0.11 Technique / Combat training) 0.1 T1 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +10% nature +10% blight Poison- +22% Disease- +20% ---------- misc Masteries +0.11 Technique/Combat training Amulets make your neck look great! | 
|  gold amulet 'Wintertitan' 0.1 T3 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Melee+ 8 light 6 darkness Dmg.mod +6% cold +8% light +9% darkness Res.pen +5% cold Melee Ret 4 cold On Melee Ret: * 7% chance to blind * 9% chance to reduce damage dealt by 14% ----- def ----- Resists +9% cold +15% mind +3% darkness Confus- +29% ---------- misc Masteries +0.20 Demented/Friend of the worm +0.20 Demented/Controlled horrors Amulets make your neck look great! | 
|  gold amulet of constitution (+4) 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con Amulets make your neck look great! | 
|  insulating copper amulet of mastery (0.10 Demented / Friend of the worm) 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% fire +10% cold ---------- misc Masteries +0.10 Demented/Friend of the worm Amulets make your neck look great! | 
|  restful steel amulet of cunning (+4) 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Cun ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! | 
|  stabilizing copper amulet of constitution (+3) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +20% Amulets make your neck look great! | 
|  Betawyn the steel ring 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Con dps ---------- Acc +10 (+3 eff.) Apr +9 Melee Ret 8 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +7 (+2 eff.) Spell.save +12 (+6 eff.) Blind- +31% ---------- misc Max.stam +15.00 Infravis +3 See.Stealth +10 See.Invis +9 Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  Snowsmash 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% darkness Res.pen +10% cold Melee Ret 2 cold ----- def ----- Resists +20% darkness +5% arcane Mind.save +4 (+1 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +10 See.Invis +5 Rings make your fingers look great! | 
|  mule's steel ring of lightning (+22%) 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Fatigue -4% Resists +22% lightning ---------- misc Max.enc +20 Rings make your fingers look great! | 
|  psionicist's copper ring of corrosion (+20%) 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Mind.save +6 (+2 eff.) Rings make your fingers look great! | 
|  savior's copper ring of sensing 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +7 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings make your fingers look great! | 
|  titan's gold ring of light (+20%) 0.1 T3 ring jewelry [Ego] Arcane/Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Phys.save +8 (+7 eff.) Rings make your fingers look great! | 
|  warrior's steel ring of nature (+20%) 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% nature ----- def ----- Armour +6 Resists +20% nature Rings make your fingers look great! | 
|  wizard's copper ring of darkness (+22%) 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Spell.save +4 (+2 eff.) Rings make your fingers look great! | 
|  enhanced ash longbow 4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +6 Str +6 Dex +8 Mag +5 Wil +5 Cun +6 Con Longbows are used to shoot arrows at your foes. | 
|  yew magestaff 'Brightpain' (20-24 power, 4 apr, lightning element) 5.0 T3 staff 1H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +6% Phys.pwr +6 (+3 eff.) Spell.pwr +15 (+5 eff.) Dmg.mod +20% lightning +15% light Res.pen +20% darkness +15% light Acc +8 (+2 eff.) Melee Ret 2 acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Ebonywasp 1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +3% Crit.mult +15.00% Res.pen +20% darkness ----- def ----- Resists +9% lightning +7% temporal ---------- misc Equi/ret +0.12 A belt that goes around your waist. | 
|  Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. | 
|  rough leather belt of unlife 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
|  Adowen the Murksun (6 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Dex +4 Mag dps ---------- Dmg.mod +3% mind +3% nature ----- def ----- Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Xyvea the linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil +4 Con dps ---------- Crit.mult +5.00% Phys.pwr +5 (+3 eff.) Melee Ret 6 physical ----- def ----- Defense +1 (+0 eff.) Resists +3% temporal Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  cashmere cloak 'Glorakira' (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Str +10 Con ----- def ----- Defense +2 (+1 eff.) ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Aryndur (0 def, 0 armour) 2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +10% lightning +13% nature +11% mind On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +15% lightning +6% light +19% nature +11% mind +11% all Spell.save +3 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Robe of the Worm of protection (3 def, 2 armour) 2.0 T1 cloth armor [Cosmetic Item] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +7% all Phys.save +15 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  verdant cashmere robe of lightning (+19%) (0 def, 0 armour) 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +8% nature +13% lightning ----- def ----- Resists +19% lightning +11% all Poison- +28% Disease- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Dazzleviper (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +2 Dex +1 Wil dps ---------- Res.pen +5% light ----- def ----- Armour +3 Fatigue +2% Crit.chn- 15.00% ---------- misc Stam/turn +0.40 Max.stam +11.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Delythel (5 def, 1 armour) 2.0 T1 feet armor [Rare] Nature While equipped: Stats +4 Str +1 Con dps ---------- Apr +3 ----- def ----- Armour +1 Defense +5 (+2 eff.) Resists +6% lightning +6% temporal Phys.save +9 (+7 eff.) A pair of boots made of leather. | 
|  Modunalen the pair of hardened leather boots (0 def, 3 armour) 2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +9 Dex dps ---------- Dmg.mod +12% physical Apr +3 ----- def ----- Armour +3 Resists +2% physical Crit.chn- 5.00% Phys.save +6 (+6 eff.) Stealth +8 HP.reg +2.00 A pair of boots made of leather. | 
|  pair of iron boots 'Veluldamina' (5 def, 7 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Con dps ---------- Phys.crit +1.0% ----- def ----- Armour +7 Defense +5 (+2 eff.) Fatigue +2% Resists +6% lightning +6% temporal +1% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Erelukalthodig the hardened leather gloves (0 def, 2 armour) 1.0 T2 hands armor [Random Unique] Disrupt/Master While equipped: Stats +8 Str +5 Dex +5 Cun dps ---------- Phys.pwr +5 (+3 eff.) On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Phys.save +7 (+6 eff.) Spell.save +8 (+4 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Yvyrelle (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Disrupt/Master/Psionic While equipped: Stats +4 Dex +4 Con dps ---------- Apr +2 On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Phys.save +12 (+9 eff.) Spell.save +18 (+9 eff.) Mind.save +5 (+2 eff.) HP.reg +4.00 Disarm- +31% ---------- misc Stam/turn +0.70 Max.stam +45.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Barodil the Nimbusbreaker (10 def, 1 armour) 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +3% mind Res.pen +10% lightning ----- def ----- Armour +1 Defense +10 (+3 eff.) Fatigue +1% Resists +3% darkness +2% physical Max.HP +40.00 Blind- +20% A cap made of leather. | 
|  Blackwalker the linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +10% mind Res.pen +10% darkness ----- def ----- Defense +1 (+0 eff.) Resists +10% mind +3% blight Die.at -80.00 life ---------- misc Stam/turn +2.00 Max.stam +10.00 A pointy cloth hat, very wizardly... | 
|  Layonor (2 def, 0 armour) 2.0 T3 head armor [Rare] Psionic While equipped: Stats +8 Dex +3 Con dps ---------- Mind.crit +4% Phys.pwr +10 (+4 eff.) Mind.pwr +4 (+2 eff.) Melee Ret 4 physical ----- def ----- Defense +2 (+1 eff.) ---------- misc Psi/turn +0.15 Max.stam +20.00 A pointy cloth hat, very wizardly... | 
|  Polonne (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +6 Dex +4 Wil +6 Con dps ---------- Res.pen +20% mind ----- def ----- Armour +4 Fatigue +4% Crit.chn- 15.00% ---------- misc Infravis +2 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 38.4 Physical damage. If the attack hits, the target is confused (29% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Zerista (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +6 Con ----- def ----- Armour +1 Fatigue +1% ---------- misc Equi/ret +0.04 Hate/m.crit +3.00 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 38.4 Physical damage. If the attack hits, the target is confused (29% 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. | 
|  linen wizard hat 'Glokira' (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Str +4 Dex dps ---------- Dmg.mod +9% physical +11% cold ----- def ----- Defense +1 (+0 eff.) Resists +16% cold ---------- misc Stam/turn +2.00 A pointy cloth hat, very wizardly... | 
|  3 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. | 
|  337 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. | 
|  onyx 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  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 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 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. | 
|  3 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Prismreeve the iron pickaxe (dig speed 39 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +6 Str +2 Dex +5 Mag +1 Wil dps ---------- Dmg.mod +9% mind Melee Ret 4 light ----- def ----- Fatigue -5% 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. | 
|  iron pickaxe 'Urygrim' (dig speed 38 turns) 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Cun +3 Con dps ---------- Phys.crit +3.0% Dmg.mod +6% nature +6% physical ----- def ----- Resists +10% nature Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Mummified Egg-sac of Ungolë 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 66 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. | 
|  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. | 
|  4 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. | 
|  Chilathathel 1.0 T3 lite [Rare] Nature While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +6% mind ----- def ----- Resists +9% blight HP.reg +3.00 ---------- misc Psi/ret +0.12 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Eloth the Dourclash 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +25% lightning Melee Ret 6 light ----- def ----- Resists +9% darkness Max.HP +54.00 ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 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 6 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. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  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 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. | 
|  Rod of Recall (2/2) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  soothing steel torque of clear mind [power 2]  (21 cooldown) 2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. | 
|  focusing elm totem of stinging [power 116]  (13 cooldown) 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 136 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. | 
|  powerful ash totem of healing [power 182]  (13 cooldown) 2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 13 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  3 amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  8 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. | 
|  5 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. | 
|  7 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
 Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Lesserit the Drem Writhing One level 10
44th Dearth 122nd year of Ascendancy at 16:26 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 Lesserit the Drem Writhing One level 20
35th Steel 123rd year of Ascendancy at 00:51 see stats
 Poisonous (Insane (Adventure) difficulty)
			Sided with the assassin lord.
			Poisonous (Insane (Adventure) difficulty)
			Sided with the assassin lord.By Lesserit the Drem Writhing One level 18
26th Steel 123rd year of Ascendancy at 22:46 see stats
 Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.By Lesserit the Drem Writhing One level 17
21st Iron 123rd year of Ascendancy at 20:03 see stats
 Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.
			Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.By Lesserit the Drem Writhing One level 15
23rd Shortage 122nd year of Ascendancy at 16:53 see stats
 The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Lesserit the Drem Writhing One level 7
22nd Voratun 122nd year of Ascendancy at 00:34 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 Lesserit the Drem Writhing One level 7
23rd Voratun 122nd year of Ascendancy at 11:25 see stats
 Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Lesserit the Drem Writhing One level 19
34th Steel 123rd year of Ascendancy at 18:46 see stats
Log
You give Blackwalker the linen wizard hat (1 def, 0 armour) to Lesserit.
Worm that walks (servant of Lesserit) can not wear (main armor): impenetrable dwarven-steel mail armour of spell shielding (3 def, 16 armour) (not enough stat).
Worm that walks (servant of Lesserit) wears (replacing Cinderdeath the steel longsword (14-19 power, 3 apr)): Emelariagada the dwarven-steel waraxe (20-28 power, 4 apr).
Worm that walks (servant of Lesserit) wears: Emelariagada the dwarven-steel waraxe (20-28 power, 4 apr).
Worm that walks (servant of Lesserit) wears: plaguebringer's steel longsword of evisceration (14-20 power, 3 apr).
Worm that walks (servant of Lesserit) deactivates Infestation.
Worm that walks (servant of Lesserit) activates Infestation.
Worm that walks (servant of Lesserit) deactivates Worm that Walks Link.
Worm that walks (servant of Lesserit) activates Worm that Walks Link.
Worm that walks (servant of Lesserit) deactivates Ruin.
Worm that walks (servant of Lesserit) activates Ruin.
Worm that walks (servant of Lesserit) no longer seems to be in sync with his ally.
Lesserit no longer seems to be in sync with his ally.
Ran for 6 turns (stop reason: detrimental status effect).
Worm that walks (servant of Lesserit) is out of sight of its master; direct control will break!
Ran for 4 turns (stop reason: didn't move).
You lost sight of your worm that wakls for too long; direct control is broken!
Ran for 2 turns (stop reason: worm that walks out of sight).
Character control switched to Lesserit.
Lesserit links closer to his ally!
Worm that walks (servant of Lesserit) links closer to his ally!



















































