












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 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:
 Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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. 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 | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Adventure | 
| Sex | Female | 
| Race | Thalore | 
| Class | Oozemancer | 
| Level / Exp | 31 / 90% | 
| Size | medium | 
| Lifes / Deaths | Killed by Emelawyn the elven warrior at level 25 on the 5th Allure 123rd year of Ascendancy at 14:155 / 1 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 25 (base 10) | 
| Dexterity | 23 (base 15) | 
| Constitution | 33 (base 10) | 
| Magic | 11 (base 10) | 
| Willpower | 92.980297919875 (base 60) | 
| Cunning | 72.640397226501 (base 60) | 
Resources
| Life | 935/935 | 
| Equilibrium | 46 | 
| Healing Factor | 1.2789294477287 | 
| Regeneration | 15.795880816618 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +10% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 9 | 
| Infravision | 6 | 
| See Stealth | 56.282527272227 | 
| See Invisible | 56.282527272227 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 78 | 
| Accuracy | 51 | 
| Crit Chance | 23% | 
| APR | 65 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 69 | 
| Accuracy | 51 | 
| Crit Chance | 22% | 
| APR | 53 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 11 | 
| Crit Chance | 20% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 62 | 
| Crit Chance | 32% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +26% | 
| Cold | +15% | 
| All | 0% | 
| Darkness | +7% | 
| Light | +9% | 
| Mind | +21% | 
| Lightning | +12% | 
| Fire | +6% | 
| Nature | +20% | 
Offense: Damage Penetration
| Nature | +43% | 
| Lightning | +7% | 
| Fire | +20% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 34 (60%) | 
| Defense | 24 | 
| Ranged Defense | 24 | 
| Fatigue | 0 | 
| Physical Save | 25 | 
| Spell Save | 38 | 
| Mental Save | 45 | 
Defense: Resistances
| Acid | + 40%( 70%) | 
| Blight | + 40%( 70%) | 
| Physical | + 43%( 70%) | 
| Cold | + 47%( 70%) | 
| All | + 29%( 70%) | 
| Darkness | + 29%( 70%) | 
| Light | + 37%( 70%) | 
| Lightning | + 39%( 70%) | 
| Mind | + 29%( 70%) | 
| Nature | + 70%( 70%) | 
Defense: Immunities
| Bleed Resistance | 25% | 
| Confusion Resistance | 10% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 40% | 
| Poison Resistance | 45% | 
| Blind Resistance | 25% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5Infusion: 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 519 life over 5 turns. Its effects scale with your Cunning stat. | 
| Infusions | Effective talent level: 2.5Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 2.5Infusion: Healing Use 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: 2.5Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 716% 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 Willpower stat. | 
Class Talents
| Wild-gift / Oozing blades | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Wild-gift / Moss | 1.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| Wild-gift / Slime | 1.50 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Wild-gift / Ooze | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| Wild-gift / Mucus | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
Generic Talents
| Wild-gift / Fungus | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Wild-gift / Mindstar mastery | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Call of the wild | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Wild-gift / Antimagic | 1.40 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Race / Thalore | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
Prodigies
| 
 | 1/1 | 
Effects
| talent | Unstoppable Nature | 
| talent | Psiblades | 
| talent | Mitosis | 
| talent | Acidic Skin | 
Quests
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest.Escort: lost defiler (level 2 of Old Forest) As a reward you improved Willpower by +5. | done | 
| You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire.Escort: lost defiler (level 3 of Trollmire) As a reward you improved Willpower by +5. | done | 
| You failed to protect the lost sun paladin from death by giant venus flytrap.Escort: lost sun paladin (level 3 of Old Forest) | failed | 
| You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara.Escort: worried loremaster (level 1 of Daikara) As a reward you improved Willpower 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad.Madness of the Ages On the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done | 
| After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope.Melinda, lucky girl Melinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 16. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed honey tree root. * You've found the needed pouch of bone giant dust. 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 orc heart. * You've found the needed vial of wight ectoplasm. * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed black mamba head. * You've found the needed pouch of luminous horror dust. | active | 
| You have been invited to join a group called the Ziguranth, dedicated to opposing magic.The Curse of Magic | done | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active | 
| You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.The Sect of Kryl-Feijan They were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 have found a slavers' compound and entered it.Till the Blood Runs Clear You decided to join the slavers and take part in their game. You won the ring of blood! | done | 
| 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 |  invigorating pair of hardened leather boots of disengagement (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Ego++] Nature/Master While equipped: Stats +2 Cun +3 Dex offense ------ Move Speed +10% defense ------ Armor +3 Fatigue -5% Life +33.00 other ------- Stamina/turn +0.50 Disengage: Puts all charms on 13 turn cooldown Effective talent level: 2.5 Power cost 13 out of 15/15. Range 7 Cooldown: 10 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 157% 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 |  Infernoglean the alchemist's lamp 1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +9% light +6% fire Ignore resists +20% fire defense ------ Resistance +6% nature +12% light other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  linen wizard hat 'Branyruileran' (1 def, 2 armour) 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% acid defense ------ Armor +2 Defense +1 (+0 eff.) Resistance +16% acid +6% blight +6% lightning Mind save +3 (+1 eff.) Life +20.00 Healmod +10% A pointy cloth hat, very wizardly... | 
| On hands |  Sludgegrip (0 def, 0 armour) 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. | 
| Tool |  dwarven-steel torque of mindblast [power 230]  (13 cooldown) 2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 278 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  savage's copper ring of pilfering 0.1 Encumbrance T1 ring jewelry [Ego++] Master While equipped: Stats +2 Con offense ------ Accuracy +7 (+4 eff.) Ignore Armor +8 defense ------ Defense +7 (+3 eff.) Spell save +11 (+4 eff.) other ------- Max stamina +10.00 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 3.5 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% 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! | 
| On fingers |  Vargh Redemption 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 22.25 cold and 19.35 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. | 
| Around neck |  Daneth's Neckguard 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. | 
| In main hand |  Bokoyamas the pulsing mindstar (108% power, 50 apr, nature damage) 3.0 Encumbrance T4 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 108% Range: 1.0x-1.1x Uses 83% Wil, 50% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +50 Critical Rate +4.5% Attack Speed 100% On-hit +12 blight On-Hit, radius 1 +8 arcane On-crit, radius 2 +16 blight +16 arcane While equipped: offense ------ Mind Crit +4% Critical power +10.00% Mindpower +13 (+3 eff.) On-Hit 13 mind 12 darkness Damage +6% mind +7% darkness When Hit 10 blight other ------- Max psi +50.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| Around waist |  Mighty Girdle 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. | 
| In off hand |  thorny mindstar of storms (96% power, 38 apr, nature damage) 3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 96% Range: 1.0x-1.1x Uses 83% Wil, 50% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +38 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Str +2 Dex +3 Mag +5 Wil +7 Cun +3 Con offense ------ Mind Crit +3% Mindpower +10 (+2 eff.) On-Hit 7 lightning Damage +12% lightning Ignore resists +7% lightning defense ------ Resistance +8% lightning other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
| Cloak |  linen cloak 'Chalakath' (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +4 Str defense ------ Defense +1 (+0 eff.) Crit Resistance 15.00% Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Spider-Silk Robe of Spydrë (10 def, 15 armour) 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. | 
Inventory
|  Primal Infusion (affinity 19%; reduction 3; dur 4; cd 18) 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. | 
|  movement infusion (speed 590%; cd 8) 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 590% 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. 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 psychic (heal 444; 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 444 life over 5 turns. 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. | 
|  wild infusion of the psychic (res 34%; mental; dur 3; cd 11) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 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 34% 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. | 
|  Rune of the Rift (521.92 temporal damage, removed from time 4 turns) 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 521.92 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Withering Orbs 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 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... | 
|  cleansing copper amulet 0.1 Encumbrance T1 amulet jewelry [Ego] Disrupt While equipped: defense ------ Resistance +11% nature +12% blight Poison Resist +20% Disease Resist +21% Amulets make your neck look great! | 
|  insulating steel amulet of healing 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +14% fire +13% cold Healmod +10% Cut Resist +40% Heal: Puts all charms on 30 turn cooldown Effective talent level: 3.5 Power cost 30 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 404 life. The life healed will increase with your Mindpower. Amulets make your neck look great! | 
|  mindweaver's stralite amulet of dexterity (+6) 0.1 Encumbrance T4 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +6 Dex +5 Wil offense ------ Mindpower +9 (+2 eff.) defense ------ Mind save +9 (+3 eff.) Confus Resist +14% Amulets make your neck look great! | 
|  serendipitous steel amulet of vision 0.1 Encumbrance T2 amulet jewelry [Ego++] Nature While equipped: Stats +8 Lck offense ------ Accuracy +10 (+5 eff.) defense ------ Defense +7 (+3 eff.) Resist unseen 12% Blind Resist +15% other ------- Infravision +4 Sight +2 See Invisibility +6 Amulets make your neck look great! | 
|  stabilizing copper amulet 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% temporal Pinning Resist +21% Knockbk Resist +22% Amulets make your neck look great! | 
|  Bloodcaller 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. | 
|  Inertial Twine 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+6 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. | 
|  Nightsong 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+3 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 3.5 Power cost 43 out of 50/50. Range 8 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. | 
|  Runytovon the stralite ring 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Damage +15% cold defense ------ Armor +8 Defense +15 (+7 eff.) Resistance +15% acid +9% temporal +12% blight +30% cold +5% arcane Spell save +12 (+5 eff.) Rings make your fingers look great! | 
|  Salyrin the Dawnbrawn 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +3 Con offense ------ Damage +18% acid Ignore resists +5% light +20% fire When Hit 4 fire On-Hit (Melee): * 10% chance to reduce armor by 16% defense ------ Resistance +12% acid +6% light Spell save +12 (+5 eff.) other ------- Max stamina +22.00 Light +1 Rings make your fingers look great! | 
|  Silerarin the Murkroar 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: defense ------ Resistance +15% acid +3% temporal +15% darkness Life +31.00 Life Regen +4.00 Poison Resist +20% Cut Resist +20% Silence Resist +20% Disarm Resist +28% Pinning Resist +25% Knockbk Resist +31% Teleport Resist +10% Rings make your fingers look great! | 
|  copper ring 'Dagasin' 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun +1 Con offense ------ Damage +11% mind defense ------ Resistance +6% temporal +11% mind +5% arcane Life Regen +2.00 Rings make your fingers look great! | 
|  copper ring of clarity 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +7 (+2 eff.) Confus Resist +21% Rings make your fingers look great! | 
|  copper ring of clarity 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +6 (+2 eff.) Confus Resist +21% Rings make your fingers look great! | 
|  rogue's copper ring of corrosion (+20%) 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun offense ------ Damage +10% acid defense ------ Defense +4 (+2 eff.) Resistance +20% acid Rings make your fingers look great! | 
|  rogue's steel ring of fire (+22%) 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +11% fire defense ------ Defense +6 (+3 eff.) Resistance +22% fire Rings make your fingers look great! | 
|  savior's gold ring 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: defense ------ Physical save +9 (+4 eff.) Spell save +14 (+5 eff.) Mind save +7 (+2 eff.) Rings make your fingers look great! | 
|  steel ring 'Brandire' 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +2 Wil +2 Con offense ------ Critical power +15.00% Damage +23% fire Accuracy +20 (+10 eff.) defense ------ Armor +6 Resistance +28% fire other ------- Max stamina +20.00 Rings make your fingers look great! | 
|  stralite ring 'Galepeal' 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Damage +18% acid +6% cold +6% lightning Ignore resists +25% cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 36 defense ------ Resistance +36% acid +3% cold +6% mind +21% lightning Rings make your fingers look great! | 
|  titan's gold ring of perseverance 0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con defense ------ Physical save +8 (+4 eff.) Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! | 
|  warrior's gold ring 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! | 
|  warrior's gold ring of tenacity 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +4 Str defense ------ Armor +8 Life +20.00 Disarm Resist +21% Pinning Resist +32% Knockbk Resist +20% Rings make your fingers look great! | 
|  Flashmaim (98% power, 24 apr, mind damage) 3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature Weapon Damage 99% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-hit +8 light While equipped: Stats +5 Dex +4 Wil +5 Cun offense ------ Mind Crit +3% Mindpower +6 (+1 eff.) Damage +5% nature defense ------ Resistance +5% blight +12% acid Crit Resistance 10.00% Disease Resist +15% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  honing pulsing mindstar of gales (104% power, 32 apr, mind damage) 3.0 Encumbrance T4 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 105% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +11% lightning +13% physical +8% cold Ignore resists +6% physical defense ------ Defense +15 (+7 eff.) Resistance +2% physical Pinning Resist +23% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  horrifying pulsing mindstar of balance (107% power, 32 apr, mind damage) 3.0 Encumbrance T4 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 107% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) On-Hit 7 mind 4 darkness Damage +6% mind +5% darkness defense ------ Physical save +5 (+2 eff.) Spell save +2 (+1 eff.) Mind save +5 (+1 eff.) other ------- EQ when Hit +1.20 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  pulsing mindstar 'Amyladin' (107% power, 32 apr, nature damage) 3.0 Encumbrance T4 mindstar 1H weapon [Rare] Nature Weapon Damage 107% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +16 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 6 While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Ignore resists +25% blight +10% temporal On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 defense ------ Resistance +6% blight +6% temporal Physical save +6 (+3 eff.) Spell save +7 (+3 eff.) Mind save +6 (+2 eff.) other ------- EQ when Hit +1.70 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  thorny mindstar 'Velurimina' (97% power, 24 apr, nature damage) 3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 97% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Wil offense ------ Mind Crit +3% Mindpower +26 (+6 eff.) defense ------ Resistance +3% cold +9% mind +9% light Spell save +4 (+2 eff.) Healmod +5% Blind Resist +20% Cut Resist +20% Disarm Resist +10% other ------- EQ when Hit +0.04 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  Girdle of the Calm Waters 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. | 
|  balancing hardened leather belt of transcendence 1.0 Encumbrance T3 belt armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +5 Dex offense ------ Physical Crit +10.0% Mind Crit +7% Mindpower +5 (+1 eff.) defense ------ Physical save +7 (+3 eff.) A belt that goes around your waist. | 
|  murderer's cashmere cloak of backstabbing (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Ego++] Master While equipped: Stats +2 Cun +3 Dex offense ------ Critical power +12.00% Accuracy +12 (+6 eff.) Ignore Armor +12 defense ------ Defense +2 (+1 eff.) Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Bagar (0 def, 0 armour) 2.0 Encumbrance T4 cloth armor [Rare] Disrupt While equipped: Stats +10 Dex +4 Mag offense ------ Mind Crit +2% Damage +12% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 36 When Hit: * 7% chance to slow global speed by 64% * 9 arcane resource burn defense ------ Resistance +13% all other ------- Max psi +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  pair of voratun boots 'Glaciershine' (0 def, 10 armour) 3.0 Encumbrance T5 feet armor Reqs - Heavy armour training [Random Unique] Master While equipped: Stats +4 Cun +3 Con offense ------ Physical Crit +5.0% Physical Power +5 (+3 eff.) Damage +3% light +9% cold Ignore Armor +8 defense ------ Armor +10 Fatigue +4% Resistance +6% light +15% cold Physical save +14 (+7 eff.) Mind save +19 (+6 eff.) other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  stealthy pair of hardened leather boots of rushing (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +2 Str +4 Dex +2 Con +5 Lck defense ------ Armor +3 Stealth +7 Rush: Puts all charms on 22 turn cooldown Effective talent level: 3.5 Power cost 22 out of 25/25. Range 8 Cooldown: 23 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. | 
|  Gloves of the Firm Hand (0 def, 8 armour) 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. | 
|  Spellhunt Remnants (1 def, 2 armour) 1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+1 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +4 (+2 eff.) Life +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. | 
|  alchemist's voratun gauntlets of dexterity (+5) (0 def, 3 armour) 1.5 Encumbrance T4 hands armor Reqs - Heavy armour training [Ego+] Arcane/Master While equipped: Stats +5 Dex +3 Mag +3 Wil offense ------ On-Hit 5 acid 5 fire 5 cold 6 lightning Accuracy +15 (+8 eff.) defense ------ Armor +3 Fatigue +5% 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. | 
|  brawler's hardened leather gloves of the nighthunter (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Ego++] Master/Psionic While equipped: Stats +3 Str +4 Dex +5 Cun offense ------ Accuracy +8 (+4 eff.) defense ------ Armor +2 Resistance +8% darkness Physical save +7 (+3 eff.) other ------- Infravision +2 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 13 turn cooldown Effective talent level: 3.5 Power cost 13 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  scouring hardened leather gloves of butchering (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Ego++] Disrupt While equipped: offense ------ Physical Power +6 (+3 eff.) Accuracy +7 (+4 eff.) Ignore Armor +8 When Hit: * 20 arcane resource burn defense ------ Armor +2 Resistance +7% blight Spell save +22 (+8 eff.) 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. | 
|  Aeradarin (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Dex +2 Con offense ------ Damage +11% physical Ignore resists +10% acid On-Hit (Melee): * 20% chance to reduce armor by 16% defense ------ Defense +1 (+0 eff.) Resistance +11% physical other ------- Infravision +1 A pointy cloth hat, very wizardly... | 
|  Grinaroddadin the hardened leather cap (15 def, 7 armour) 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ When Hit 8 mind defense ------ Armor +7 Defense +15 (+7 eff.) Fatigue +3% Resistance +27% cold Healmod +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max psi +40.00 Breathe water A cap made of leather. | 
|  Quasit's Skull (0 def, 12 armour) 3.0 Encumbrance T2 head armor Reqs - Heavy armour training [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. | 
|  Velylle the iron helm (0 def, 3 armour) 3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +8 Str +3 Dex +3 Cun defense ------ Armor +3 Fatigue +5% other ------- Infravision +3 See Invisibility +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  miner's hardened leather cap of constitution (+4) (0 def, 4 armour) 2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Con defense ------ Armor +4 Fatigue +3% other ------- Infravision +2 A cap made of leather. | 
|  cleansing hardened leather armour of natural resilience (9 def, 6 armour) 9.0 Encumbrance T3 light armor [Ego+] Disrupt While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +26% nature +23% blight Resist Against +7% Unnatural A suit of armour made of leather. | 
|  multi-hued hardened leather armour of the deep (9 def, 8 armour) 9.0 Encumbrance T3 light armor [Ego++] Nature While equipped: offense ------ Mindpower +5 (+1 eff.) defense ------ Armor +8 Defense +9 (+4 eff.) Fatigue +8% Resistance +17% acid +8% physical +17% cold +8% lightning +9% fire other ------- Breathe water A suit of armour made of leather. | 
|  multi-hued reinforced leather armour of Eyal (12 def, 7 armour) 9.0 Encumbrance T4 light armor [Ego++] Nature While equipped: offense ------ Mindpower +8 (+2 eff.) defense ------ Armor +7 Defense +12 (+6 eff.) Fatigue +8% Resistance +8% acid +9% physical +6% cold +8% lightning +11% fire Life +36.00 Life Regen +3.00 Healmod +12% A suit of armour made of leather. | 
|  9 agate 0.0 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. | 
|  418 alchemist agate 0.0 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. | 
|  3 onyx 0.0 Encumbrance 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. | 
|  4 aquamarine 0.0 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. | 
|  2 lapis lazuli 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 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. | 
|  11 opal 0.0 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. | 
|  6 sapphire 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  6 topaz 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 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. | 
|  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. | 
|  Rungof's Fang 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  12 emerald 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  2 jade 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  3 spinel 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  5 turquoise 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Naredan 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Dex +4 Wil +2 Con offense ------ Damage +6% mind +6% physical defense ------ Armor +2 Unlife -60.00 life Healmod +5% 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. | 
|  Summertide Phial 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(145 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  watchleader's brass lantern of health 2.0 Encumbrance T1 lite [Ego+] Nature/Master While equipped: defense ------ Life +42.00 Blind Resist +22% Confus Resist +11% other ------- Light +6 See Stealth +7 See Invisibility +7 Track: Puts all charms on 34 turn cooldown Effective talent level: 4.5 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 7 turns. The radius will increase with your Cunning. 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. | 
|  Eye of the Dreaming One 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 17 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. | 
|  Scrying Orb 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Petrified Wood 0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. | 
|  6 garnet 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  3 ruby 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Recall (2/2) 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 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. | 
|  Telekinetic Core 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+2 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+6 eff.) Psionic Pull: Effective talent level: 4.5 Power cost 16 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 93 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. | 
|  The Jolt 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. | 
|  piercing steel torque of psionic shield [power 55]  (22 cooldown) 2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 22 turn cooldown 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  piercing stralite torque of gale force [power 290]  (13 cooldown) 2.0 Encumbrance T4 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 290 physical damage Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  ash totem of stinging [power 182]  (13 cooldown) 2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 218 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. | 
|  overpowered ash totem of healing [power 260]  (17 cooldown) 2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 17 turn cooldown Natural totems are made by powerful wilders to store nature power. | 
|  3 amethyst 0.0 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. | 
|  Burning Star 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. | 
|  6 quartz 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  amber 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  10 ametrine 0.0 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. | 
|  7 citrine 0.0 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. | 
|  13 zircon 0.0 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
 Antimagic! (Nightmare (Adventure) difficulty)
			Completed antimagic training in the Ziguranth camp.
			Antimagic! (Nightmare (Adventure) difficulty)
			Completed antimagic training in the Ziguranth camp.By Jaerteeni the Thalore Oozemancer level 20
66th Haze 122nd year of Ascendancy at 11:33 see stats
 Earth Master (Nightmare (Adventure) difficulty)
			Killed Harkor'Zun.
			Earth Master (Nightmare (Adventure) difficulty)
			Killed Harkor'Zun.By Jaerteeni the Thalore Oozemancer level 21
74th Haze 122nd year of Ascendancy at 11:23 see stats
 Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Jaerteeni the Thalore Oozemancer level 19
53rd Haze 122nd year of Ascendancy at 05:59 see stats
 Eye of the storm (Nightmare (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Nightmare (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Jaerteeni the Thalore Oozemancer level 28
10th Regrowth 123rd year of Ascendancy at 20:58 see stats
 Home sweet home (Nightmare (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Nightmare (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Jaerteeni the Thalore Oozemancer level 29
66th Regrowth 123rd year of Ascendancy at 21:18 see stats
 Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Jaerteeni the Thalore Oozemancer level 10
7th Haze 122nd year of Ascendancy at 13:11 see stats
 Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By Jaerteeni the Thalore Oozemancer level 20
53rd Haze 122nd year of Ascendancy at 13:16 see stats
 Level 30 (Nightmare (Adventure) difficulty)
			Got a character to level 30.
			Level 30 (Nightmare (Adventure) difficulty)
			Got a character to level 30.By Jaerteeni the Thalore Oozemancer level 30
1st Pyre 123rd year of Ascendancy at 15:31 see stats
 Lucky Girl (Nightmare (Adventure) difficulty)
			Saved Melinda again and invited her to the Fortress to cure her.
			Lucky Girl (Nightmare (Adventure) difficulty)
			Saved Melinda again and invited her to the Fortress to cure her.By Jaerteeni the Thalore Oozemancer level 29
72nd Regrowth 123rd year of Ascendancy at 01:01 see stats
 Rescuer of the lost (Nightmare (Adventure) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Nightmare (Adventure) difficulty)
			Rescued the merchant from the assassin lord.By Jaerteeni the Thalore Oozemancer level 28
39th Regrowth 123rd year of Ascendancy at 17:52 see stats
 Savior of the damsels in distress (Nightmare (Adventure) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
			Savior of the damsels in distress (Nightmare (Adventure) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Jaerteeni the Thalore Oozemancer level 27
9th Allure 123rd year of Ascendancy at 08:22 see stats
 Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.
			Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Jaerteeni the Thalore Oozemancer level 30
11st Pyre 123rd year of Ascendancy at 07:22 see stats
 Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.
			Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.By Jaerteeni the Thalore Oozemancer level 29
42nd Regrowth 123rd year of Ascendancy at 20:17 see stats
 The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Jaerteeni the Thalore Oozemancer level 12
21st Haze 122nd year of Ascendancy at 13:22 see stats
 Thralless (Nightmare (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless (Nightmare (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.By Jaerteeni the Thalore Oozemancer level 20
62nd Haze 122nd year of Ascendancy at 04:03 see stats
 Treasure Hoarder (Nightmare (Adventure) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Nightmare (Adventure) difficulty)
			Amassed 3000 gold pieces.By Jaerteeni the Thalore Oozemancer level 26
7th Allure 123rd year of Ascendancy at 00:27 see stats
 Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Jaerteeni the Thalore Oozemancer level 17
46th Haze 122nd year of Ascendancy at 19:33 see stats
Log
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
Resting starts...
Rested for 61 turns (stop reason: all resources and life at maximum).
There is a teleportation circle to the surface here (press '' or right click to use).
Ran for 27 turns (stop reason: at exit).
You gain 16.00 gold from the transmogrification of Spectral Cage.
You gain 2.00 gold from the transmogrification of quiver of yew arrows of grasping (18/21, 144% power, 10 apr).
You gain 3.90 gold from the transmogrification of warded dwarven-steel shield of shrapnel (0 def, 6 armour, 76 block).
You gain 7.95 gold from the transmogrification of rejuvenating hardened leather armour of resilience (9 def, 6 armour).
You gain 4.12 gold from the transmogrification of dwarven-steel mail armour of the deep (3 def, 9 armour).
You gain 16.53 gold from the transmogrification of Hellsidol the yew magestaff (120% power, 4 apr, fire element).
You gain 3.25 gold from the transmogrification of elemental dwarven-steel longsword (125% power, 4 apr).
You gain 7.08 gold from the transmogrification of steady yew longbow of enduring.
There is a Way into a volcanic caldera here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Today is the 20th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:30.
Saving done.
Today is the 21st Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:43.
Today is the 22nd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.
There is a Mark of the Spellblaze here (press '' or right click to use).



















































