













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them.  Press  Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game:  :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: "Save" Talent/Stat Points 1.7.0A tweak to the Minimalist UI, allowing you to right-click on the level-up marker to mark your current unspent points as "saved". Saved points use distinct level-up indicators, allowing you to easily visually distinguish between points you want to spend now and points you want to spend later. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game:  :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect: 
 Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 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 Items Vault 1.7.6Donators/Buyers bonus! Wall Clock 1.7.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game:  :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Use Item Shortcuts 1.7.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are: 
 In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Effects Under Actors 1.7.0An experimental addon that modifies the rendering of various lasting spell/talent effects so that they are displayed below the player and NPCs, in an attempt to prevent multiple overlapping effects from effectively obscuring actors in their area of effect. Also can optionally "flatten" display of overlapping effects by displaying only one effect animation in the overlapping area (hopefully also reducing slowdown on older computers). Functionality is controlled by game options "UI | Display effects under actors" and "UI | "Flatten" overlapping effects". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. 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 | Nightmare Adventure | 
| Sex | Male | 
| Race | Thalore | 
| Class | Oozemancer | 
| Level / Exp | 28 / 78% | 
| Size | medium | 
| Lifes / Deaths | Killed by Betavena the elven cultist at level 25 on the 63rd Regrowth 123rd year of Ascendancy at 00:303 / 3 Killed by thought-forged bowman at level 26 on the 64th Regrowth 123rd year of Ascendancy at 12:39 Killed by Urkis, the High Tempest at level 27 on the 76th Regrowth 123rd year of Ascendancy at 01:00 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 17 (base 10) | 
| Dexterity | 13 (base 10) | 
| Constitution | 12 (base 11) | 
| Magic | 13 (base 10) | 
| Willpower | 85.071327328492 (base 60) | 
| Cunning | 71 (base 59) | 
Resources
| Life | 852/852 | 
| Equilibrium | 88 | 
| Healing Factor | 1.4791526171257 | 
| Regeneration | 38.211693792065 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +25% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 6 | 
| See Stealth | 55.813835514002 | 
| See Invisible | 55.813835514002 | 
Offense: Mainhand
| Damage | 98 | 
| Accuracy | 46 | 
| Crit Chance | 23% | 
| APR | 68 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 84 | 
| Accuracy | 46 | 
| Crit Chance | 25% | 
| APR | 32 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 29 | 
| Crit Chance | 19% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 59 | 
| Crit Chance | 28% | 
| Speed | 1 | 
Offense: Damage Bonus
| Physical | +7% | 
| Acid | +11% | 
| Light | +13% | 
| Nature | +18% | 
| Lightning | +28% | 
| Arcane | +3% | 
| Cold | +6% | 
| All | 0% | 
Offense: Damage Penetration
| Lightning | +5% | 
| Acid | +67% | 
| Arcane | +10% | 
| Fire | +5% | 
| Nature | +63% | 
Defense: Base
| Armour (hardiness) | 4 (30%) | 
| Defense | 18 | 
| Ranged Defense | 18 | 
| Fatigue | 0 | 
| Physical Save | 10 | 
| Spell Save | 34 | 
| Mental Save | 47 | 
Defense: Resistances
| Acid | + 42%( 70%) | 
| Blight | + 23%( 70%) | 
| Cold | + 20%( 70%) | 
| All | + 9%( 70%) | 
| Darkness | + 20%( 70%) | 
| Light | + 36%( 70%) | 
| Temporal | + 14%( 70%) | 
| Lightning | + 25%( 70%) | 
| Fire | + 17%( 70%) | 
| Nature | + 45%( 70%) | 
Defense: Immunities
| Stun Resistance | 34% | 
| Bleed Resistance | 25% | 
| Confusion Resistance | 10% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 100% | 
| Blind Resistance | 45% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 613% 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. | 
| Infusions | Effective talent level: 2.5Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 2.5Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 / Corrosive blades | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Wild-gift / Moss | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Slime | 1.50 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Ooze | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Wild-gift / Mucus | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
Generic Talents
| Wild-gift / Fungus | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Mindstar mastery | 1.30 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Call of the wild | 1.30 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Antimagic | 1.40 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Race / Thalore | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Prodigies
| 
 | 1/1 | 
Effects
| talent | Acidic Soil | 
| talent | Unstoppable Nature | 
| talent | Psiblades | 
| talent | Mitosis | 
| talent | Antimagic Shield | 
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 | active | 
| Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth.Cleaning the trash Save our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done | 
| You successfully escorted the injured seer to the recall portal on level 1 of Old Forest.Escort: injured seer (level 1 of Old Forest) As a reward you improved talent Nature's Touch (+1 level(s)). | done | 
| You failed to protect the lost sun paladin from death by Adalle the white crystal.Escort: lost sun paladin (level 3 of Old Forest) | failed | 
| You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest.Escort: lost warrior (level 4 of Old Forest) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Old Forest.Escort: repented thief (level 2 of Old Forest) As a reward you improved Cunning by +5. | done | 
| 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 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 fire 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 | 
| 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: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed length of troll intestine. * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed bear paw. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' You have aided Marus of Elvala in creating an elixir of mastery. 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 green worm. * You've found the needed giant spider spinneret. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 chunk of ghoul flesh. * '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 storm wyrm claw. | 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 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 have found a slavers' compound and entered it.Till the Blood Runs Clear You decided you cannot let slavers continue their dirty work and destroyed them! | 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 |  pair of rough leather boots 'Torchwend' (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Ignore resists +5% acid +5% fire When Hit 4 fire On-Hit (Melee): * 20% chance to reduce armor by 26% defense ------ Armor +1 Resistance +6% nature +3% fire Life Regen +3.00 Healmod +11% A pair of boots made of leather. | 
| Light source |  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.(139 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
| On head |  iron helm 'Zanadin' (0 def, 3 armour) 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Wil offense ------ Ignore resists +15% acid defense ------ Armor +3 Fatigue +5% Resistance +6% blight +6% fire +12% darkness Spell save +9 (+4 eff.) Mind save +7 (+2 eff.) Healmod +10% Poison Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| 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 (+1 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 |  Xaniba [power 398]  (11 cooldown) 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Damage +3% arcane defense ------ Crit Resistance 15.00% Life Regen +4.00 Disease Resist +15% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Heal yourself and all friendly characters within 10 spaces for 398 Puts all charms on 11 turn cooldown 100% to reduce fatigue by 40% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. It was changed by the digestive sack. | 
| On fingers |  copper ring of corrosion (+22%) 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% acid defense ------ Resistance +22% acid Rings make your fingers look great! | 
| On fingers |  Quenchtickler the copper ring 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Spellpower +25 (+12 eff.) Ignore resists +10% arcane Ignore Shields +30% defense ------ Resistance +6% cold Life Regen +2.00 Stun Resist +24% other ------- Max mana +100.00 Rings make your fingers look great! | 
| Around neck |  Feathersteel Amulet 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+8 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. | 
| In main hand |  blooming pulsing mindstar of resolve (13-14 power, 68 apr, nature damage) 3.0 Encumbrance T4 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 13.0 - 14.3 Nature Uses 101% Wil, 61% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +68 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +8 Wil offense ------ Mind Crit +4% Mindpower +16 (+4 eff.) defense ------ Spell save +5 (+2 eff.) Healmod +15% Heal-on-summon +28 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. | 
| Around waist |  Cleanseminister the rough leather belt 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Cun offense ------ Mind Crit +3% Mindpower +5 (+2 eff.) Ignore resists +5% nature When Hit 2 nature defense ------ Resistance +7% lightning +6% temporal Mind save +6 (+2 eff.) A belt that goes around your waist. | 
| In off hand |  Serpent's Glare (7-8 power, 32 apr, nature damage) 3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 101% Wil, 61% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +8 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 3.5 Power cost 6 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 157.99 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. | 
| Cloak |  Glorewyn the Flashvengeance (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% light Ignore resists +5% acid defense ------ Defense +1 (+1 eff.) Resistance +6% blight Life +70.00 Blind Resist +20% Stun Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Blazemire the linen robe (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +5 Str +5 Mag +4 Wil offense ------ Damage +28% lightning +7% physical +3% nature +6% cold Ignore resists +15% nature +5% lightning When Hit 4 lightning defense ------ Resistance +11% lightning +6% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
Inventory
|  Blood of Life 0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." | 
|  Elima 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: defense ------ Armor +2 Resistance +6% lightning +6% fire +8% physical Physical save +9 (+9 eff.) Life +20.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! | 
|  Fanged Collar 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+12 eff.) Spell save +15 (+7 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. | 
|  Kindlespar 0.1 Encumbrance T1 amulet jewelry [Rare] Disrupt While equipped: offense ------ Ignore resists +5% light defense ------ Resistance +11% blight +6% temporal +11% nature +3% acid Poison Resist +20% Disease Resist +20% Amulets make your neck look great! | 
|  restful steel amulet of magic (+3) 0.1 Encumbrance T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Fatigue -4% Life Regen +2.00 Amulets make your neck look great! | 
|  steel amulet 'Stormtaint' 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +9% lightning On-Hit (Melee): * 10% chance to reduce all saves and defense by 35 defense ------ Resistance +21% lightning +3% nature Amulets make your neck look great! | 
|  Betuleta the copper ring 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex offense ------ Spell Crit +1% Accuracy +4 (+4 eff.) defense ------ Resistance +3% blight +3% nature Pinning Resist +10% other ------- Max mana +20.00 Rings make your fingers look great! | 
|  Velodalle the steel ring 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun +4 Str offense ------ Physical Power +30 (+12 eff.) On-Hit 17 physical On-Ranged-Hit 7 physical Damage +6% physical When Hit 4 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 35 * 20% chance to gain 10% of a turn (3/turn limit) On-Hit (Ranged): * 12% chance to reduce all saves and defense by 35 defense ------ Physical save +3 (+3 eff.) other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 15 turn cooldown Effective talent level: 5.5 Power cost 15 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! | 
|  copper ring of tenacity 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +21.00 Disarm Resist +24% Pinning Resist +22% Knockbk Resist +24% Rings make your fingers look great! | 
|  rogue's copper ring of frost (+22%) 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +11% cold defense ------ Defense +6 (+4 eff.) Resistance +22% cold Rings make your fingers look great! | 
|  savior's steel ring of sensing 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Physical save +8 (+8 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Blind Resist +24% other ------- Infravision +3 See Stealth +7 See Invisibility +5 Rings make your fingers look great! | 
|  steel ring 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! | 
|  warrior's copper ring 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! | 
|  warrior's steel ring 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! | 
|  Bloomsoul (8-9 power, 13 apr, nature damage) 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 2.5 Power cost 29 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 50 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. | 
|  Eye of Summer (8-9 power, 18 apr, fire damage) 3.0 Encumbrance T2 mindstar 1H weapon [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: offense ------ Mind Crit +4% Mindpower +8 (+2 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. | 
|  Great Caller (10-11 power, 18 apr, nature damage) 3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature Weapon Damage 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +6% Mindpower +12 (+3 eff.) Damage +8% cold +8% fire +8% physical defense ------ Heal-on-summon +30 other ------- Max Summons +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. | 
|  Splendourgrinder (2-2 power, 12 apr, mind damage) 3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +1% Critical power +5.00% Mindpower +2 (+1 eff.) Ignore Armor +2 defense ------ Resistance +1% physical +6% temporal +3% cold Crit Resistance 5.00% other ------- Light +3 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. | 
|  caller's mossy mindstar of disruption (2-3 power, 12 apr, nature damage) 3.0 Encumbrance T1 mindstar 1H weapon [Ego++] Nature/Disrupt Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% Damage Against +5% 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 ------ Mind Crit +1% Mindpower +2 (+1 eff.) Damage +5% acid +6% fire +6% cold +6% physical Ignore resists +3% acid +3% fire +2% cold +3% physical defense ------ Heal-on-summon +17 other ------- Max Summons +2 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. | 
|  mitotic thorny mindstar of venom (9-10 power, 24 apr, nature damage) 3.0 Encumbrance T3 mindstar 1H weapon [Ego++] Nature Weapon Damage 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +7.5% Attack Speed 100% On Hit: * 10% chance to slow global speed by 63% * 10% chance to reduce armor by 26% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) On-Hit 7 acid Damage +4% acid Ignore resists +9% acid defense ------ Resistance +4% acid Life Regen +2.00 other ------- 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. | 
|  vined mindstar 'Xuth' (6-7 power, 18 apr, nature damage) 3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Wil offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 6 mind 4 darkness Damage +6% acid +4% darkness +15% arcane +3% mind defense ------ Crit Resistance 15.00% Unlife -40.00 life Healmod +20% 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. | 
|  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. | 
|  Vorutta the drakeskin leather belt 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Psionic While equipped: Stats +5 Str +1 Wil +6 Con offense ------ Physical Power +12 (+6 eff.) Mindpower +12 (+3 eff.) When Hit 4 acid defense ------ Resistance +6% lightning +3% fire +6% temporal +6% cold Physical save +25 (+17 eff.) Spell save +9 (+4 eff.) Life +48.00 other ------- Size +1 A belt that goes around your waist. | 
|  cashmere cloak 'Adeseyassra' (2 def, 2 armour) 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +4 Con offense ------ Physical Crit +2.0% Physical Power +2 (+1 eff.) Mindpower +25 (+7 eff.) Damage +6% mind defense ------ Armor +2 Defense +2 (+2 eff.) Fatigue -4% Unlife -60.00 life other ------- EQ when Hit +0.08 Psi when Hit +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Robe of Force (12 def, 8 armour) 2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+7 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+10 eff.) Send out a range 5 beam of kinetic energy, dealing 57.37 to 71.72 physical damage (based on Willpower and Cunning) with knockback. Uses 8 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. | 
|  Xeryvena the Cracklebreaker (0 def, 0 armour) 2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats +4 Str +3 Dex +1 Mag offense ------ Damage +13% acid Ignore resists +15% lightning defense ------ Resistance +19% acid +9% all Crit Resistance 10.00% other ------- Infravision +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  mindwoven woollen robe of nature (+16%) (0 def, 0 armour) 2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +11% nature defense ------ Resistance +16% nature +9% all Mind save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Frost Treads (1 def, 4 armour) 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. | 
|  dwarven-steel gauntlets 'Harydor' (15 def, 2 armour) 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Cun +4 Dex offense ------ Critical power +10.00% Physical Power +5 (+3 eff.) Accuracy +26 (+19 eff.) Ignore Armor +6 defense ------ Armor +2 Defense +15 (+8 eff.) Fatigue +3% other ------- Stamina/turn +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Iviwe the Gloombone (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mind Crit +2% Critical power +5.00% Damage +3% darkness +13% fire defense ------ Defense +2 (+2 eff.) Resistance +9% darkness +19% fire A pointy cloth hat, very wizardly... | 
|  Nightkiss the linen wizard hat (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Wil +5 Con offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Ignore resists +5% darkness defense ------ Defense +1 (+1 eff.) Resistance +6% darkness other ------- Psi/turn +0.14 Infravision +3 A pointy cloth hat, very wizardly... | 
|  cashmere wizard hat 'Airwreck' (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Rare] Disrupt While equipped: Stats +1 Str +2 Dex +4 Con offense ------ Damage +9% lightning +9% fire defense ------ Defense +2 (+2 eff.) Resistance +8% nature +7% blight Crit Resistance 10.00% A pointy cloth hat, very wizardly... | 
|  iron helm 'Porildatha' (0 def, 3 armour) 3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +8 Wil offense ------ Mind Crit +1% Mindpower +9 (+3 eff.) Damage +9% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 35 defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  rough leather cap 'Karath' (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +3 (+1 eff.) defense ------ Armor +1 Fatigue +1% Resistance +3% acid +5% arcane Crit Resistance 5.00% Life Regen +2.00 Healmod +15% Teleport Resist +20% A cap made of leather. | 
|  Eel-skin armour (16 def, 0 armour) 9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+9 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 3.5 Power cost 19 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 103.59 to 310.78 lightning damage (207.19 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. | 
|  duelist's cured leather armour (10 def, 7 armour) 9.0 Encumbrance T2 light armor [Ego+] Master While equipped: Stats +3 Cun +5 Dex defense ------ Armor +7 Defense +10 (+6 eff.) Fatigue +7% A suit of armour made of leather. | 
|  4 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. | 
|  253 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. | 
|  2 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. | 
|  8 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. | 
|  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. | 
|  7 topaz 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+3 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  dwarven-steel pickaxe 'Murktrail' (dig speed 16 turns) 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +6 Str +3 Dex offense ------ Damage +6% nature When Hit 6 nature defense ------ Resistance +7% fire +7% darkness +6% nature other ------- See Invisibility +12 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Forbidden Tome: "The Day It Came" 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? | 
|  9 spinel 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Xanythra the brass lantern 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 35 defense ------ Resistance +3% lightning Physical save +6 (+6 eff.) Healmod +22% Blind Resist +10% Cut Resist +10% 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. | 
|  bright brass lantern of clarity 2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: defense ------ Mind save +6 (+2 eff.) other ------- Light +6 See Stealth +5 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Scrying Orb 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  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 146 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. | 
|  Skull of the Rat Lich 1.0 Encumbrance T3 skull tool [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +10 (+5 eff.) When Hit 12 darkness Raise one or two undead rats to fight beside you. Uses 51 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. | 
|  Cracklewrither the steel torque of mindblast [power 160]  (11 cooldown) 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% lightning Ignore resists +10% lightning +10% mind +10% acid defense ------ Resistance +12% lightning +12% mind Blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Puts all charms on 11 turn cooldown 100% to gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  soothing iron torque of mindblast [power 100]  (11 cooldown) 2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 11 turn cooldown 100% to heal for 35. Torques are made by powerful psionics to store psionic powers. | 
|  ash totem of stinging 'Morningjeer' [power 194]  (11 cooldown) 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Mindpower +10 (+3 eff.) Ignore resists +25% mind defense ------ Resistance +6% nature other ------- Psi when Hit +0.20 Light +3 Sting an enemy dealing 229 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 turn cooldown Natural totems are made by powerful wilders to store nature power. | 
|  9 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. | 
|  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. | 
|  9 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. | 
|  11 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 Enzo the Thalore Oozemancer level 17
80th Haze 122nd year of Ascendancy at 23:06 see stats
 Bringer of Doom (Nightmare (Adventure) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Nightmare (Adventure) difficulty)
			Killed a Bringer of Doom.By Enzo the Thalore Oozemancer level 19
8th Decay 122nd year of Ascendancy at 04:18 see stats
 Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Enzo the Thalore Oozemancer level 15
54th Haze 122nd year of Ascendancy at 00:23 see stats
 Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Enzo the Thalore Oozemancer level 20
6th Allure 123rd year of Ascendancy at 21:18 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 Enzo the Thalore Oozemancer level 28
80th Regrowth 123rd year of Ascendancy at 11:58 see stats
 Fear me not! (Nightmare (Adventure) difficulty)
			Survived the Fearscape!
			Fear me not! (Nightmare (Adventure) difficulty)
			Survived the Fearscape!By Enzo the Thalore Oozemancer level 19
8th Decay 122nd year of Ascendancy at 02:37 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 Enzo the Thalore Oozemancer level 10
24th Haze 122nd year of Ascendancy at 15:14 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 Enzo the Thalore Oozemancer level 20
5th Allure 123rd year of Ascendancy at 18:32 see stats
 Poisonous (Nightmare (Adventure) difficulty)
			Sided with the assassin lord.
			Poisonous (Nightmare (Adventure) difficulty)
			Sided with the assassin lord.By Enzo the Thalore Oozemancer level 19
4th Allure 123rd year of Ascendancy at 13:15 see stats
 The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Enzo the Thalore Oozemancer level 10
25th Haze 122nd year of Ascendancy at 07:51 see stats
 The Rat Lich (Nightmare (Adventure) difficulty)
			Killed the terrible Rat Lich.
			The Rat Lich (Nightmare (Adventure) difficulty)
			Killed the terrible Rat Lich.By Enzo the Thalore Oozemancer level 20
6th Allure 123rd year of Ascendancy at 04:13 see stats
 The Right thing to do (Nightmare (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Nightmare (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Enzo the Thalore Oozemancer level 23
38th Regrowth 123rd year of Ascendancy at 11:47 see stats
 Treasure Hoarder (Nightmare (Adventure) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Nightmare (Adventure) difficulty)
			Amassed 3000 gold pieces.By Enzo the Thalore Oozemancer level 25
63rd Regrowth 123rd year of Ascendancy at 12:03 see stats
 Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Enzo the Thalore Oozemancer level 18
7th Decay 122nd year of Ascendancy at 22:49 see stats




























































