












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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. Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them.  Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 | Male | 
| Race | Halfling | 
| Class | Skirmisher | 
| Level / Exp | 32 / 3% | 
| Size | small | 
| Lifes / Deaths | Killed by Shardskin at level 21 on the 8th Decay 122nd year of Ascendancy at 16:443 / 4 Killed by elven blood mage at level 26 on the 10th Allure 123rd year of Ascendancy at 13:12 Killed by Halfling Skirmisher at level 30 on the 12nd Pyre 123rd year of Ascendancy at 13:29 Killed by Dishe the dolleg at level 32 on the 2nd Haze 123rd year of Ascendancy at 15:59 | 
Primary Stats
| Strength | 7 (base 13) | 
| Dexterity | 52 (base 60) | 
| Constitution | 11 (base 10) | 
| Magic | 1 (base 11) | 
| Willpower | 3 (base 11) | 
| Cunning | 52 (base 60) | 
Resources
| Life | -226/739 | 
| Stamina | 92/140 | 
| Healing Factor | 1.2097162075846 | 
| Regeneration | 8.7704425049887 | 
Speed
| Mental | -1.1102230246252E-14% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +80.41504539559% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| Infravision | 5 | 
| See Stealth | 38.264408783316 | 
| See Invisible | 38.264408783316 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 107 | 
| Accuracy | 54 | 
| Crit Chance | 29% | 
| APR | 15 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 22 | 
| Crit Chance | 15% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 28 | 
| Crit Chance | 15% | 
| Speed | 1 | 
Offense: Damage Bonus
| Nature | +33% | 
| Physical | +27% | 
| Mind | +10% | 
| All | +7% | 
Offense: Damage Penetration
| Temporal | +5% | 
| Physical | +15% | 
| Mind | +5% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 65 (74.007671158813%) | 
| Defense | 65 | 
| Ranged Defense | 65 | 
| Fatigue | 0 | 
| Physical Save | 24 | 
| Spell Save | 26 | 
| Mental Save | 37 | 
Defense: Resistances
| Acid | + 8%( 70%) | 
| Blight | + 32%( 70%) | 
| Physical | + 18%( 70%) | 
| Cold | + 39%( 70%) | 
| All | -5%( 70%) | 
| Darkness | + 9%( 70%) | 
| Temporal | + 18%( 70%) | 
| Mind | + 17%( 70%) | 
| Fire | + 8%( 70%) | 
| Nature | + 70%( 70%) | 
Defense: Immunities
| Stun Resistance | 60% | 
| Instadeath Resistance | 100% | 
| Pinning Resistance | 17% | 
| Poison Resistance | 45% | 
| Disarm Resistance | 34% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0Infusion: Movement 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 increase movement speed by 851% 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 Cunning stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 15 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 25 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. | 
| Runes | Effective talent level: 1.0Rune: Blink Use mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 565 life over 5 turns. Its effects scale with your Dexterity stat. | 
Class Talents
| Cunning / Poisons | 2.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Technique / Tireless Combatant | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Skirmisher - Slings | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Cunning / Called Shots | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Buckler Training | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Race / Halfling | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Mobility | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| Cunning / Scoundrel | 1.30 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
Effects
| talent | Numbing Poison | 
| talent | Pace Yourself | 
| talent | Trained Reactions | 
| talent | Counter Shot | 
| talent | Apply Poison | 
| talent | Leeching Poison | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns).Infusion Saturation | 
| detrimental effect | The full force of entropy has been brought to bear on the target, inflicting 11.69 darkness and 11.69 temporal damage each turn.Entropic Gift | 
| detrimental effect | Reduces global action speed by 19% and all outgoing projectiles speed by 38%.Congeal Time | 
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 30 defense.Evasion | 
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%.Spellshocked | 
| detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 42%.Nihil This effect will fade in 2 turns if the source is not in line of sight. | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns).Runic Saturation | 
| detrimental effect | The target's mind and body is wasting away, reducing all stats by 20.Atrophy This effect will fade in 2 turns if the source is not in line of sight. | 
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 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 | 
| You failed to protect the injured seer from death by multi-hued crystal.Escort: injured seer (level 1 of Old Forest) | failed | 
| You successfully escorted the injured seer to the recall portal on level 2 of Old Forest.Escort: injured seer (level 2 of Old Forest) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire.Escort: lost tinker (level 2 of Trollmire) As a reward you improved talent Endless Endurance (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul.Escort: repented thief (level 2 of Ruins of Kor'Pul) As a reward you improved talent Misdirection (+1 level(s)). | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * 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 sandworm tooth. * You've found the needed pouch of bone giant dust. * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed black mamba head. 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 mummified bone. * You've found the needed snow giant kidney. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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 hummerhorn wing. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed skeleton mage skull. | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 1 lumberjacks have died. | 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 |  Siliwe the pair of hardened leather boots (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Ignore resists +5% temporal When Hit 2 arcane On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 13 defense ------ Armor +3 Fatigue -6% Resistance +6% blight Physical save +7 (+4 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Encumbrance +27 A pair of boots made of leather. | 
| Quiver |  pouch of dwarven-steel shots 'Cyrumina' (18/21, 40-49 power, 3 apr) 3.0 Encumbrance T3 shot ammo [Random Unique] Nature/Master/Psionic Weapon Damage 40.5 - 48.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +15.0% Capacity 21 On-ranged-hit +16 fire +20 mind +16 physical On-crit, radius 2 +4 mind +8 fire On Hit: * 20% chance to knock the target back 3 spaces and deal 109 physical damage On Critical: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. | 
| Light source |  Aeralaith the alchemist's lamp 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +1 Str offense ------ Physical Power +10 (+3 eff.) Damage +3% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Defense +25 (+6 eff.) Resistance +3% mind Life +48.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  leafwalker's voratun helm of trickery (0 def, 5 armour) 3.0 Encumbrance T5 head armor [Ego++] Nature/Master While equipped: Stats +4 Cun +3 Dex offense ------ Ignore Armor +5 defense ------ Armor +5 Fatigue +5% Resistance +10% nature Spell save +6 (+3 eff.) Life +70.00 Healmod +16% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| On hands |  voratun gauntlets 'Bethama' (0 def, 10 armour) 1.5 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Con offense ------ Critical power +10.00% On-Hit 10 physical Damage +5% physical Ignore resists +5% mind defense ------ Armor +10 Fatigue +5% Resistance +6% blight Physical save +15 (+8 eff.) Spell save +8 (+4 eff.) Mind save +10 (+4 eff.) Life Regen +4.00 Disarm Resist +34% other ------- Stamina/turn +0.90 Psi/turn +0.25 EQ when Hit +0.16 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 40 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. | 
| Tool |  Samoromnir the iron pickaxe (dig speed 37 turns) 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +5 Con offense ------ Critical power +5.00% Damage +9% physical Accuracy +20 (+6 eff.) defense ------ Fatigue -5% Unlife -40.00 life While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  voratun bloodstone ring 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: offense ------ Physical Power +16 (+5 eff.) Spellpower +17 (+9 eff.) Mindpower +15 (+8 eff.) Damage +7% all defense ------ Stun Resist +60% Rings make your fingers look great! | 
| On fingers |  Wheel of Fate 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +8 Str +6 Con offense ------ Physical Power +19 (+6 eff.) Ignore resists +5% physical defense ------ Resistance +23% blight +2% physical +26% nature Mind save +6 (+3 eff.) Poison Resist +45% Disease Resist +40% Cannot be unequipped or rerolled until level 33. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? | 
| Around neck |  Daneth's Neckguard 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +15 Fatigue +2% Resistance +20% physical Crit Avoidance 10% other ------- Masteries +0.20 Technique/Battle tactics 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 |  cured leather sling 'Emelywe' 4.0 Encumbrance T2 sling 1H weapon [Rare] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 Ignore Shields +20% While equipped: Stats +6 Dex offense ------ Critical power +20.00% Physical Power +10 (+3 eff.) defense ------ Unlife -40.00 life other ------- Reload +2 Slings are used to hurl stones or metal shots at your foes. | 
| Around waist |  noble's hardened leather belt 1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +6 Wil offense ------ Against +19% Summoned defense ------ Resist Against +23% Summoned A belt that goes around your waist. | 
| In off hand |  stralite shield 'Filthquell' (0 def, 17 armour, 53-64 power, 137.5 block) 7.0 Encumbrance T4 shield armor [Random Unique] Nature/Master/Psionic When used to Attack: Weapon Damage 53.0 - 63.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +138 On-hit +26 cold While equipped: Stats +5 Wil offense ------ Physical Power +10 (+3 eff.) Damage +6% physical Ignore resists +10% physical On shield block: * Deals 94 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) When Hit 4 nature defense ------ Armor +17 Fatigue +8% Resistance +18% mind +42% cold other ------- Talents +1 Block Handheld deflection devices. | 
| Cloak |  spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Ego++] Arcane While equipped: Stats +1 Wil +2 Mag defense ------ Defense +2 (+0 eff.) Resistance +13% darkness +13% temporal Spell save +8 (+4 eff.) Out-of-Phase Defense +13 Out-of-Phase Resistance +11% Out-of-Phase Resilience +16% other ------- Max mana +47.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Chalilen the elven-silk robe (0 def, 0 armour) 2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: offense ------ Damage +26% nature On-Hit (Melee): * 20% chance to slow global speed by 45% * 20% chance to reduce armor by 23% defense ------ Resistance +12% acid +9% temporal +12% fire +39% nature +15% all Spell save +9 (+5 eff.) Mind save +18 (+7 eff.) other ------- Psi when Hit +0.20 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
Inventory
|  movement infusion (speed 592%; cd 18) 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 592% 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 (heal 366; 12 cd) 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 366 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Mirror Image Rune (dur 6; cd 24) 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 27 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Prismatic Rune (6 turns; acid, physical, light, cold, nature) 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 21 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 physical, 4 light, 3 cold, 4 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Rune of Dissipation ( ) 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 23 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  acid wave rune (damage 128; dur 4; cd 16) 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 128.40 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune (absorb 161; dur 4; cd 17) 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 161 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  stormshield rune of the warrior (threshold 32; blocks 3; dur 4; cd 15) 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 32 up to 3 times. 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. | 
|  teleportation rune of the warrior (range 48; cd 15) 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 48 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  gold diamond ring =+11m= 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Str +5 Dex +11 Mag +11 Wil +5 Cun +5 Con offense ------ Spellpower +10 (+5 eff.) Rings make your fingers look great! | 
|  rogue's steel ring of time (+12%) 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun offense ------ Damage +12% temporal defense ------ Defense +8 (+2 eff.) Resistance +12% temporal Rings make your fingers look great! | 
|  steel ring 'Chuhir' 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Dex +2 Cun +3 Con offense ------ Ignore resists +20% acid defense ------ Crit Resistance 15.00% Life Regen +4.00 Stun Resist +28% other ------- Infravision +3 Rings make your fingers look great! | 
|  Mercy (35-46 power, 9 apr) 1.0 Encumbrance T4 dagger 1H weapon [Unique] Psionic Weapon Damage 35.0 - 45.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +15.0% Attack Speed 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex offense ------ Critical power +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. | 
|  Shantiz the Stormblade (15-20 power, 20 apr) 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. | 
|  Treeripper the dwarven-steel dagger (20-25 power, 7 apr) 1.0 Encumbrance T3 dagger 1H weapon [Rare] Master Weapon Damage 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +20 nature On-Hit, radius 1 +4 nature On Hit: * 20% chance to slow global speed by 45% While equipped: Stats +2 Dex +2 Cun +6 Con offense ------ Physical Crit +10.0% Critical power +19.00% Ignore resists +20% arcane Ignore Armor +9 When Hit 6 arcane Sharp, short and deadly. | 
|  dwarven-steel dagger of amnesia (17-22 power, 7 apr) 1.0 Encumbrance T3 dagger 1H weapon [Ego+] Psionic Weapon Damage 17.0 - 22.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. | 
|  truestriking stralite dagger of crippling (28-36 power, 9 apr) 1.0 Encumbrance T4 dagger 1H weapon [Ego++] Master Weapon Damage 28.0 - 36.4 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Ignore resists +7% physical Accuracy +8 (+3 eff.) Ignore Armor +9 Sharp, short and deadly. | 
|  warbringer's dwarven-steel dagger of torment (18-23 power, 7 apr) 1.0 Encumbrance T3 dagger 1H weapon [Ego++] Master/Psionic Weapon Damage 18.0 - 23.4 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +3 Con offense ------ Physical Power +6 (+2 eff.) Ignore resists +9% physical defense ------ Disarm Resist +12% Sharp, short and deadly. | 
|  Mayolaith (43-64 power, 2 apr) 5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Rare] Nature Weapon Damage 43.0 - 64.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +20 nature While equipped: offense ------ Physical Crit +2.0% When Hit 10 physical defense ------ Armor +6 Life +40.00 Life Regen +4.00 Disarm Resist +20% Confus Resist +20% Massive two-handed mauls. | 
|  Airtorrent the dwarven-steel greatsword (38-61 power, 2 apr) 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Rare] Master Weapon Damage 38.0 - 60.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +12 nature +16 lightning On-crit, radius 2 +12 lightning While equipped: Stats +7 Str +9 Mag offense ------ Damage +16% physical Ignore resists +10% nature Accuracy +19 (+6 eff.) other ------- See Invisibility +18 Massive two-handed swords. | 
|  Genocide (42-67 power, 4 apr) 3.0 Encumbrance T3 greatsword 2H weapon Reqs Wil 20,Str 40 [Unique] Nature/Master Weapon Damage 42.0 - 67.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. | 
|  acidic dwarven-steel greatsword of massacre (50-81 power, 2 apr) 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane/Master Weapon Damage 50.5 - 80.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 Massive two-handed swords. | 
|  dwarven-steel greatsword 'Eilinytta' (47-75 power, 2 apr) 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Rare] Master Weapon Damage 47.0 - 75.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +8 Mag defense ------ Resistance +5% arcane +6% cold Physical save +6 (+3 eff.) Stun Resist +20% Knockbk Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Massive two-handed swords. | 
|  enhanced stralite greatsword of amnesia (47-75 power, 3 apr) 3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego++] Nature/Psionic Weapon Damage 47.0 - 75.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +5 Str +12 Dex +7 Mag +13 Wil +9 Cun +9 Con Massive two-handed swords. | 
|  Erirain the ash longbow =+10m= 4.0 Encumbrance T2 longbow 2H weapon [Rare] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-crit, radius 2 +12 arcane On Hit: 10% Arcane Vortex level 2 While equipped: Stats +10 Mag +3 Wil offense ------ Spellpower +26 (+13 eff.) Damage +9% arcane defense ------ Spell save +12 (+6 eff.) Longbows are used to shoot arrows at your foes. | 
|  ash longbow 'Purebraze' 4.0 Encumbrance T2 longbow 2H weapon [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +12 mind On-crit, radius 2 +12 nature While equipped: Stats +5 Dex +6 Mag offense ------ Damage +9% nature Ignore resists +11% physical When Hit 6 mind On-Hit (Ranged): * 20% chance to slow global speed by 45% Longbows are used to shoot arrows at your foes. | 
|  ash longbow of enduring 4.0 Encumbrance T2 longbow 2H weapon [Ego+] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +12 Wil +9 Con defense ------ Life +53.00 Longbows are used to shoot arrows at your foes. | 
|  balanced dwarven-steel longsword of disruption (22-31 power, 4 apr) 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego+] Disrupt/Master Weapon Damage 22.5 - 31.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% Damage Against +11% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +8 (+2 eff.) Disarm Resist +31% Sharp, long, and deadly. | 
|  Poltergeist's Crooked Club (25-35 power, 4 apr) 3.0 Encumbrance T2 mace 1H weapon Reqs Str 20 [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +30 physical +14% confusion On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Accuracy +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. | 
|  Shineedge the dwarven-steel mace (27-38 power, 4 apr) 3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Rare] Arcane Weapon Damage 27.0 - 37.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +11 blight On Hit: 20% Epidemic level 3 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 13 While equipped: offense ------ Ignore resists +10% lightning When Hit 4 light 4 lightning defense ------ Resistance +12% light +6% nature Disease Resist +21% other ------- Light +3 Blunt and deadly. | 
|  dwarven-steel mace 'Emelidana' (30-42 power, 4 apr) 3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Rare] Disrupt Weapon Damage 30.0 - 42.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * 11% chance to slow global speed by 45% While equipped: offense ------ Damage +24% physical Ignore Armor +2 defense ------ Resistance +18% darkness +15% fire Blunt and deadly. | 
|  Dairihek (13-14 power, 32 apr, nature damage) 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Random Unique] Nature Weapon Damage 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +10.5% Attack Speed 100% On-hit +12 mind On Hit: * 10% chance to slow global speed by 45% * 13% chance to reduce armor by 23% While equipped: offense ------ Mind Crit +4% Mindpower +31 (+14 eff.) When Hit 2 mind defense ------ Life +22.00 Life Regen +1.20 other ------- Psi when Hit +0.04 Hate-on-crit +3.00 Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 turn cooldown 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. | 
|  Poltergeist's Eye of Summer (8-9 power, 18 apr, fire damage) 3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Global Speed +5% Damage +10% fire Ignore resists +10% fire defense ------ Resistance -10% cold On Mind Hit: 10% Flame Fury level 2 This mindstar glows with a bright warm light, but seems somehow incomplete. | 
|  Poltergeist's Eye of Winter (8-9 power, 18 apr, cold damage) 3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +2.0% Spell Crit +2% Mind Crit +6% Mindpower +8 (+4 eff.) Damage +10% cold +4% all Ignore resists +10% cold defense ------ Armor +10 Resistance -10% fire On Mind Hit: 10% Winter's Fury level 2 This mindstar glows with a dim cool light, but seems somehow incomplete. | 
|  creative thorny mindstar of balance (8-9 power, 24 apr, mind damage) 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Weapon Damage 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun 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 +4 Cun offense ------ Mind Crit +3% Critical power +7.00% Mindpower +6 (+3 eff.) defense ------ Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) other ------- EQ when Hit +0.70 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. | 
|  dreamer's thorny mindstar of sand (8-9 power, 24 apr, mind damage) 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego++] Nature/Psionic Weapon Damage 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun 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: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) On-Hit 9 physical Damage +9% physical Ignore resists +6% physical defense ------ Resistance +6% mind +10% physical Mind save +7 (+3 eff.) other ------- Psi/turn +0.50 Max psi +18.00 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. | 
|  gifted thorny mindstar of flames (9-10 power, 24 apr, mind damage) 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Weapon Damage 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun 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: offense ------ Mind Crit +3% Mindpower +10 (+5 eff.) Global Speed +5% On-Hit 12 fire Damage +6% fire Ignore resists +6% fire defense ------ Resistance +9% fire 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. | 
|  hungering thorny mindstar of balance (8-8 power, 24 apr, mind damage) 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Weapon Damage 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun 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: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) defense ------ Physical save +5 (+3 eff.) Spell save +2 (+1 eff.) Mind save +3 (+1 eff.) other ------- EQ when Hit +1.10 Hate/kill +3.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 60.28 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 17 turn cooldown 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 of frost (8-9 power, 24 apr, nature damage) 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Weapon Damage 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun 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: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) On-Hit 8 cold Damage +8% cold Ignore resists +9% cold defense ------ Armor +11 Resistance +10% cold 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. | 
|  Hellsbore the cured leather sling 4.0 Encumbrance T2 sling 1H weapon [Rare] Arcane Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +11 fire On-Hit, radius 1 +8 fire While equipped: offense ------ Damage +11% fire When Hit 6 temporal defense ------ Defense +30 (+7 eff.) Resistance +12% light Spell save +9 (+5 eff.) Mind save +9 (+4 eff.) Life Regen +4.00 Slings are used to hurl stones or metal shots at your foes. | 
|  enhanced hardened leather sling of enduring =+6m= 4.0 Encumbrance T3 sling 1H weapon [Ego++] Nature Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +5 Str +6 Dex +6 Mag +10 Wil +5 Cun +11 Con defense ------ Life +24.00 Slings are used to hurl stones or metal shots at your foes. | 
|  hardened leather sling 'Noonhacker' 4.0 Encumbrance T3 sling 1H weapon [Rare] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-Hit, radius 1 +20 acid While equipped: Stats +4 Str offense ------ Physical Power +10 (+3 eff.) Damage +24% light +18% acid defense ------ Resistance +9% darkness Slings are used to hurl stones or metal shots at your foes. | 
|  potent yew magestaff of might (25-30 power, 4 apr, fire element) 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +12 (+6 eff.) Damage +25% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  void walker's yew magestaff (20-24 power, 4 apr, lightning element) 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+5 eff.) Damage +20% lightning defense ------ Resistance +9% darkness +8% temporal Out-of-Phase Defense +12 Out-of-Phase Resistance +11% Out-of-Phase Resilience +5% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  dwarven-steel steamgun of recursion 4.0 Encumbrance T3 steamgun 1H weapon Reqs Steam Pool [Ego+] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On Hit: 10% Shoot level 1 Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  enhanced stralite steamgun of piercing 4.0 Encumbrance T4 steamgun 1H weapon Reqs Steam Pool [Ego++] Nature/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +6 Str +6 Dex +7 Mag +8 Wil +7 Cun +6 Con offense ------ Ignore resists +7% all Accuracy +11 (+4 eff.) Ignore Armor +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  Pyrestone (18-24 power, 3 apr) 3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +8 fire While equipped: offense ------ Damage +3% fire defense ------ Defense +25 (+6 eff.) Resistance +6% nature +12% fire Crit Resistance 15.00% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% One-handed war axes. | 
|  balanced dwarven-steel waraxe of massacre (26-37 power, 4 apr) 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego] Master Weapon Damage 26.5 - 37.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +8 (+2 eff.) Disarm Resist +30% One-handed war axes. | 
|  balanced dwarven-steel waraxe of projection (22-31 power, 4 apr) 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master/Psionic Weapon Damage 22.5 - 31.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +10 (+2 eff.) Disarm Resist +29% One-handed war axes. | 
|  dwarven-steel waraxe 'Freezemarrow' (18-26 power, 4 apr) 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Random Unique] Arcane/Master Weapon Damage 18.5 - 25.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +7 blight +4 cold On-Hit, radius 1 +8 acid On Hit: 20% Curse of Death level 3 On Hit: 20% Epidemic level 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 13 While equipped: offense ------ Physical Crit +7.0% Critical power +19.00% Damage +3% cold Ignore resists +15% acid Ignore Armor +8 When Hit 4 cold defense ------ Resistance +3% acid Disease Resist +22% One-handed war axes. | 
|  stralite waraxe of rage (31-43 power, 5 apr) 3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego+] Master Weapon Damage 31.0 - 43.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +4 Str offense ------ Damage +6% physical Accuracy +15 (+5 eff.) One-handed war axes. | 
|  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. | 
|  Kheledunakan the Abyssdredge (2 def, 10 armour) 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +18% fire Ignore resists +25% arcane On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Armor +10 Defense +2 (+0 eff.) Resistance +18% cold +5% arcane +9% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  murderer's cashmere cloak of the voidstalker (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Dex offense ------ Accuracy +5 (+2 eff.) Ignore Armor +5 defense ------ Defense +2 (+0 eff.) Resistance +18% darkness +15% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +12% Out-of-Phase Resilience +14% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Voidhunt (0 def, 0 armour) 2.0 Encumbrance T3 cloth armor [Rare] Psionic While equipped: offense ------ Mind Crit +4% Mindpower +4 (+2 eff.) Ignore resists +25% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 13 defense ------ Resistance +3% blight +6% cold +18% darkness +11% all Mind save +23 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  ancient silk robe of alchemy (0 def, 0 armour) 2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag offense ------ Damage +11% acid +20% physical +14% fire +8% cold +13% temporal Ignore resists +8% physical +10% temporal defense ------ Resistance +14% acid +10% physical +14% cold +13% fire +13% all Anomaly Control +12 other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  mindwoven cashmere robe of alchemy (0 def, 0 armour) 2.0 Encumbrance T3 cloth armor [Ego+] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+2 eff.) Damage +11% acid +9% physical +10% cold +10% fire defense ------ Resistance +13% acid +13% physical +13% cold +16% fire +11% all Mind save +21 (+8 eff.) other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  silk robe of life (0 def, 0 armour) 2.0 Encumbrance T4 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +7% blight +13% all Life +49.00 Life Regen +2.30 Healmod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Cinderrigor the pair of dwarven-steel boots (0 def, 4 armour) 3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +4 Str +2 Con offense ------ Critical power +10.00% Damage +15% fire Ignore resists +20% fire Accuracy +5 (+2 eff.) defense ------ Armor +4 Fatigue +3% Resistance +11% lightning +10% temporal +2% physical other ------- Stamina/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  fleetfooted pair of iron boots of speed (3 def, 3 armour) 3.0 Encumbrance T1 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Dex offense ------ Move Speed +25% defense ------ Armor +3 Defense +3 (+0 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  pair of dwarven-steel boots 'Blindmire' (0 def, 4 armour) =+6m= 3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +9 Wil +6 Mag offense ------ Physical Crit +3.0% Mind Crit +1% Critical power +5.00% Physical Power +4 (+1 eff.) Damage +9% mind Ignore resists +8% physical defense ------ Armor +4 Fatigue +3% other ------- Light +1 Blink to a nearby random location (rad 31) Puts all charms on 21 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  undeterred pair of hardened leather boots (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: defense ------ Armor +3 Silence Resist +28% Confus Resist +26% Stun Resist +27% A pair of boots made of leather. | 
|  Spellhunt Remnants (1 def, 2 armour) 1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 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. | 
|  brawler's voratun gauntlets of spellstriking (0 def, 3 armour) 1.5 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Dex +7 Mag +6 Wil +3 Cun offense ------ Spellpower +12 (+6 eff.) On-Hit 11 arcane Damage +9% arcane defense ------ Armor +3 Fatigue +5% Resistance +6% arcane Physical save +7 (+4 eff.) other ------- Cooldown Double Strike -1 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. | 
|  Crown of Burning Pain (13 def, 0 armour) 4.0 Encumbrance T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil offense ------ Damage +35% fire defense ------ Defense +13 (+3 eff.) Fatigue +4% Resistance +35% fire Meteor Rain: Effective talent level: 2.0 Power cost 21 out of 50/50. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 33.79 fire and 40.10 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. | 
|  Hyhad the Morningsmasher (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +15% acid +27% light +9% lightning Ignore resists +25% light defense ------ Defense +2 (+0 eff.) Resistance +22% acid +6% light +15% lightning A pointy cloth hat, very wizardly... | 
|  Quenchrune the cashmere wizard hat (12 def, 0 armour) 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +15% acid Ignore resists +25% cold defense ------ Defense +12 (+3 eff.) Resistance +22% acid Spell save +15 (+8 eff.) Healmod +20% Poison Resist +20% Stun Resist +20% Teleport Resist +20% A pointy cloth hat, very wizardly... | 
|  champion's hardened leather cap of knowledge (0 def, 3 armour) 2.0 Encumbrance T3 head armor [Ego++] Master/Psionic While equipped: Stats +2 Str +4 Wil +3 Cun offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +3 Fatigue +3% Mind save +7 (+3 eff.) other ------- Light +1 A cap made of leather. | 
|  dragonslayer's dwarven-steel helm of ire (0 def, 4 armour) 3.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con defense ------ Armor +4 Fatigue +4% Resistance +9% acid +5% fire +7% cold +8% lightning Physical save +5 (+3 eff.) Mind save +7 (+3 eff.) Battle Cry: Puts all charms on 23 turn cooldown Effective talent level: 2.0 Power cost 23 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  eldritch cashmere wizard hat of lightning (+18%) (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Ego+] Arcane/Nature While equipped: offense ------ Spellpower +7 (+4 eff.) Damage +12% lightning defense ------ Defense +2 (+0 eff.) Resistance +18% lightning other ------- Mana/turn +1.50 Mana when Hit +1.40 Max mana +55.00 Manaflow: Puts all charms on 33 turn cooldown Effective talent level: 1.0 Power cost 33 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 8 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... | 
|  fearwoven cashmere wizard hat of knowledge (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Ego++] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +3% Mindpower +11 (+6 eff.) Damage +8% darkness +8% physical defense ------ Defense +2 (+0 eff.) Resistance +10% darkness +8% physical other ------- Max hate +7.00 A pointy cloth hat, very wizardly... | 
|  warlord's dwarven-steel helm of constitution (+4) (0 def, 4 armour) 3.0 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats +4 Str +4 Wil +5 Con offense ------ Physical Power +8 (+2 eff.) defense ------ Armor +4 Fatigue +4% Resistance +8% physical Physical save +8 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  radiant stralite mail armour of the deep (4 def, 10 armour) 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego++] Nature While equipped: Stats +3 Wil defense ------ Armor +10 Defense +4 (+1 eff.) Fatigue +12% Resistance +7% acid +7% cold +18% darkness +18% blight other ------- Light +1 Breathe water A suit of armour made of mail. | 
|  steel mail armour 'Shimmerworth' (12 def, 9 armour) 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Rare] Nature While equipped: defense ------ Armor +9 Defense +12 (+3 eff.) Fatigue +12% Resistance +9% acid +6% blight +6% cold +9% lightning +21% fire Healmod +15% Disarm Resist +20% Teleport Resist +20% other ------- Breathe water A suit of armour made of mail. | 
|  stralite mail armour of command (12 def, 13 armour) 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Psionic While equipped: Stats +3 Cun defense ------ Armor +13 Defense +12 (+3 eff.) Fatigue +12% Mind save +15 (+6 eff.) A suit of armour made of mail. | 
|  Rogue Plight (6 def, 7 armour) 9.0 Encumbrance T3 light armor Reqs Str 22 [Unique] Master While equipped: Stats +4 Con +5 Wil defense ------ Armor +7 Defense +6 (+1 eff.) Fatigue +7% Resistance +35% nature Crit Resistance 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. | 
|  cleansing reinforced leather armour of the wind (20 def, 7 armour) 9.0 Encumbrance T4 light armor Reqs Str 18 [Ego+] Disrupt/Master While equipped: offense ------ Physical Crit +5.0% Ignore Armor +13 defense ------ Armor +7 Defense +20 (+5 eff.) Fatigue +8% Resistance +13% nature +17% blight other ------- Stamina/turn +1.00 Second Wind: (Instant) Puts all charms on 29 turn cooldown Effective talent level: 3.0 Power cost 29 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 19 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. | 
|  duelist's hardened leather armour of Eyal (13 def, 10 armour) 9.0 Encumbrance T3 light armor Reqs Str 16 [Ego++] Nature/Master While equipped: Stats +5 Cun +4 Dex defense ------ Armor +10 Defense +13 (+3 eff.) Fatigue +8% Life +38.00 Life Regen +3.00 Healmod +10% A suit of armour made of leather. | 
|  reinforced leather armour of natural resilience (12 def, 7 armour) 9.0 Encumbrance T4 light armor Reqs Str 18 [Ego+] Disrupt While equipped: defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +10% nature +13% blight Resist Against +8% Unnatural A suit of armour made of leather. | 
|  rejuvenating hardened leather armour of cold resistance (9 def, 6 armour) 9.0 Encumbrance T3 light armor Reqs Str 16 [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +19% cold Life Regen +4.10 other ------- Stamina/turn +0.60 A suit of armour made of leather. | 
|  steel plate armour 'Toxinblight' (0 def, 9 armour) 17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Rare] Master While equipped: Stats +4 Str +1 Wil offense ------ Damage +9% nature Ignore resists +25% cold When Hit 8 nature On-Hit (Melee): * 20% chance to slow global speed by 45% defense ------ Armor +9 Fatigue +22% Resistance +21% acid Crit Resistance 15.00% A suit of armour made of metal plates. | 
|  Bindings of Eternal Night (12 def, 12 armour) 6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Mag +5 Wil offense ------ Damage +15% cold +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+3 eff.) Resistance +30% blight -10% fire +30% darkness -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. | 
|  Black Mesh (8 def, 2 armour, 40-48 power, 120 block) 7.0 Encumbrance T3 shield armor [Unique] Nature When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +120 While equipped: Stats +5 Wil offense ------ On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it defense ------ Armor +2 Defense +8 (+2 eff.) Ranged Defense +8 (+2 eff.) Fatigue +6% Resistance +25% blight +25% darkness other ------- Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. | 
|  Stokegasher the dwarven-steel shield (0 def, 6 armour, 33-40 power, 80.5 block) 7.0 Encumbrance T3 shield armor [Rare] Arcane When used to Attack: Weapon Damage 33.0 - 39.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +80 On-hit +16 light +15 darkness On-Hit, radius 1 +12 fire On-crit, radius 2 +16 blight While equipped: Stats +6 Cun +4 Mag offense ------ Damage +15% temporal +15% light +6% blight +9% fire +13% darkness Ignore resists +15% fire When Hit 6 fire defense ------ Armor +6 Fatigue +8% Resistance +13% light +14% darkness other ------- Talents +1 Block Handheld deflection devices. | 
|  Vorera (0 def, 19 armour, 30-35 power, 134.5 block) 7.0 Encumbrance T3 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 29.5 - 35.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +134 On Hit: * Deal physical damage equal to your armor (65) While equipped: Stats +7 Con offense ------ On shield block: * Cause enemies within radius 6 to bleed for 214 physical damage over 5 turns (1/turn) When Hit 4 physical On-Hit (Melee): * 10% chance to reduce armor by 23% defense ------ Armor +19 Fatigue +8% Physical save +7 (+4 eff.) other ------- Talents +1 Block Handheld deflection devices. | 
|  living dwarven-steel shield of shrapnel (0 def, 6 armour, 28-34 power, 77 block) 7.0 Encumbrance T3 shield armor [Ego++] Nature/Master When used to Attack: Weapon Damage 28.5 - 34.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +77 On-hit +10 nature While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 214 physical damage over 5 turns (1/turn) defense ------ Armor +6 Fatigue +8% Resistance +13% nature +13% blight Life +36.00 other ------- Talents +1 Block Handheld deflection devices. | 
|  Lightningtickler (19/19, 24-34 power, 7 apr) 3.0 Encumbrance T2 arrow ammo [Rare] Psionic Weapon Damage 24.0 - 33.6 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 19 On-ranged-hit +12 lightning +23 physical On-Hit, radius 1 +12 cold On-crit, radius 2 +20 lightning +20 cold On Hit: * 20% chance to knock the target back 3 spaces and deal 109 physical damage Arrows are used with bows to pierce your foes to death. | 
|  barbed quiver of yew arrows of wind (22/22, 38-54 power, 10 apr) 3.0 Encumbrance T3 arrow ammo [Ego+] Nature/Master Weapon Damage 38.5 - 53.9 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +14.0% Capacity 22 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 153 physical damage On Critical: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. | 
|  6 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. | 
|  193 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. | 
|  9 aquamarine 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Disease Resist +15% Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. It was changed by the digestive sack. | 
|  2 lapis lazuli 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  6 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. | 
|  2 sapphire 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  4 topaz 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  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. | 
|  2 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. | 
|  7 spinel 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 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. | 
|  turquoise 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Crystal Focus 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. | 
|  Scrying Orb 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Runed Skull 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+4 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. | 
|  4 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. | 
|  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. | 
|  Gwai's Burninator 2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 323.14 fire damage (based on Magic). Uses 41 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. | 
|  Rod of Entropy (1/1) 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 51% of the healing done. This effect scales with your Magic stat.. Uses 62 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. | 
|  Rod of Recall (2/2) 2.0 Encumbrance 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 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. | 
|  barbed pouch of dwarven-steel shots (20/20, 42-50 power, 3 apr) 3.0 Encumbrance T3 shot ammo [Ego+] Master Weapon Damage 41.5 - 49.8 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +12.0% Capacity 20 On Critical: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. | 
|  barbed pouch of stralite shots of crippling (15/23, 54-65 power, 5 apr) 3.0 Encumbrance T4 shot ammo [Ego++] Master Weapon Damage 54.0 - 64.8 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +24.5% Capacity 23 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. | 
|  pouch of steel shots 'Salatira' (23/23, 22-26 power, 2 apr) 3.0 Encumbrance T2 shot ammo [Random Unique] Arcane/Psionic Weapon Damage 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 23 On-ranged-hit +10 physical +8 mind On-Hit, radius 1 +12 mind On-crit, radius 2 +4 mind On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 109 physical damage * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 Shots are used with slings to pummel your foes to death. | 
|  self-loading pouch of stralite shots of corruption (19/19, 42-51 power, 5 apr) 3.0 Encumbrance T4 shot ammo [Ego+] Arcane Weapon Damage 42.5 - 51.0 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 19 Auto Reload 4 On Hit: 20% Curse of Defenselessness level 4 Shots are used with slings to pummel your foes to death. | 
|  cleansing steel torque of mindblast [power 165]  (5/13 cooldown) 2.0 Encumbrance T2 torque charm [Ego+] Psionic Blast the opponent's mind dealing 182 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. | 
|  ash totem of healing 'Hanaromindil' [power 212]  (5/13 cooldown) 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Cun +1 Wil defense ------ Resistance +3% temporal Disease Resist +10% Silence Resist +20% Pinning Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Heal yourself and all friendly characters within 10 spaces for 212 Puts all charms on 13 turn cooldown 100% to reduce fatigue by 33% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  6 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. | 
|  pearl 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  3 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. | 
|  5 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. | 
|  11 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. | 
|  2 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
 Bringer of Doom (Insane (Adventure) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Insane (Adventure) difficulty)
			Killed a Bringer of Doom.By Halfling Skirmisher the Halfling Skirmisher level 23
5th Allure 123rd year of Ascendancy at 00:10 see stats
 Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Halfling Skirmisher the Halfling Skirmisher level 27
50th Regrowth 123rd year of Ascendancy at 17:02 see stats
 Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.By Halfling Skirmisher the Halfling Skirmisher level 22
9th Decay 122nd year of Ascendancy at 07:27 see stats
 Eye of the storm (Insane (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Insane (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Halfling Skirmisher the Halfling Skirmisher level 29
1st Pyre 123rd year of Ascendancy at 13:42 see stats
 Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!
			Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!By Halfling Skirmisher the Halfling Skirmisher level 22
4th Allure 123rd year of Ascendancy at 09:07 see stats
 Fool of a Took! (Insane (Adventure) difficulty)
			Killed oneself as a halfling.
			Fool of a Took! (Insane (Adventure) difficulty)
			Killed oneself as a halfling.By Halfling Skirmisher the Halfling Skirmisher level 30
12nd Pyre 123rd year of Ascendancy at 13:29 see stats
 Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Halfling Skirmisher the Halfling Skirmisher level 10
47th Haze 122nd year of Ascendancy at 22:50 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 Halfling Skirmisher the Halfling Skirmisher level 20
6th Decay 122nd year of Ascendancy at 08:23 see stats
 Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.
			Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.By Halfling Skirmisher the Halfling Skirmisher level 30
11st Pyre 123rd year of Ascendancy at 11:14 see stats
 Poisonous (Insane (Adventure) difficulty)
			Sided with the assassin lord.
			Poisonous (Insane (Adventure) difficulty)
			Sided with the assassin lord.By Halfling Skirmisher the Halfling Skirmisher level 31
9th Mirth 123rd year of Ascendancy at 18:17 see stats
 Shasshhiy'Kaish (Insane (Adventure) difficulty)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.
			Shasshhiy'Kaish (Insane (Adventure) difficulty)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Halfling Skirmisher the Halfling Skirmisher level 23
6th Allure 123rd year of Ascendancy at 04:29 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 Halfling Skirmisher the Halfling Skirmisher level 26
10th Allure 123rd year of Ascendancy at 12:57 see stats
 The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Halfling Skirmisher the Halfling Skirmisher level 6
38th Haze 122nd year of Ascendancy at 05:39 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 Halfling Skirmisher the Halfling Skirmisher level 6
40th Haze 122nd year of Ascendancy at 03:45 see stats
 Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.By Halfling Skirmisher the Halfling Skirmisher level 22
10th Decay 122nd year of Ascendancy at 04:59 see stats
 Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Halfling Skirmisher the Halfling Skirmisher level 15
68th Haze 122nd year of Ascendancy at 14:18 see stats
Log
Something misses Halfling Skirmisher.
--------------------------------
Halfling Skirmisher uses Venomous Strike.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
Something hits Halfling Skirmisher for (26 flat reduction), 0 darkness, (11 flat reduction), 0 temporal (0 total damage).
Halfling Skirmisher recovers sight.
Talent Block is ready to use.
Entropic Gift from Dishe the dolleg hits Halfling Skirmisher for (9 flat reduction), 0 temporal, (23 flat reduction), 0 darkness (0 total damage).
Nihil from Dishe the dolleg hits Halfling Skirmisher for (28 flat reduction), 73 temporal (73 total damage).
Halfling Skirmisher uses Block.
Halfling Skirmisher hits Something for 83 cold damage.
Something hits Halfling Skirmisher for (49 blocked), 0 physical, (16 blocked), 0 temporal, (38 blocked), 0 physical, (16 blocked), 0 temporal (0 total damage).
Dishe the dolleg's Netherblast hits Halfling Skirmisher for (138 blocked), (13 flat reduction), 0 temporal, (93 blocked), 0 darkness (0 total damage).
--------------------------------
Halfling Skirmisher uses Bash and Smash.
Herald of oblivion's is vulnerable to attacks and effects!
Herald of oblivion is magically poisoned!
Herald of oblivion is poisoned!
Herald of oblivion's Spacetime Tuning is disrupted by his wounds!
Herald of oblivion resists the knockback!
Halfling Skirmisher hits Herald of oblivion for (26 parried), 74 physical, 48 cold, 23 physical (145 total damage).
Herald of oblivion resists the knockback!
Halfling Skirmisher's Bash and Smash hits Herald of oblivion for (26 parried), 178 physical, 19 physical, 16 fire, 10 mind, 132 physical (356 total damage).
















































