











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Enhanced Object Compare 1.7.0Improves the "Press  
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. 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:
 Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! 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:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Female | 
| Race | Halfling | 
| Class | Shadowblade | 
| Level / Exp | 23 / 14% | 
| Size | small | 
| Lifes / Deaths | no deaths recorded/ 0 | 
Primary Stats
| Strength | 12 (base 13) | 
| Dexterity | 58 (base 35) | 
| Constitution | 18 (base 10) | 
| Magic | 42 (base 37) | 
| Willpower | 19 (base 10) | 
| Cunning | 39 (base 33) | 
Resources
| Life | 652/652 | 
| Mana | 197/197 | 
| Stamina | 158/158 | 
| Healing Factor | 1.2411363549267 | 
| Regeneration | 7.2606476763212 | 
Speed
| Mental | +8.5421915124% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | +8.5421915124% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| Infravision | 5 | 
| See Stealth | 30.004149834542 | 
| See Invisible | 30.004149834542 | 
Offense: Mainhand
| Damage | 44 | 
| Accuracy | 54 | 
| Crit Chance | 28% | 
| APR | 31 | 
| Speed | 0.92 | 
Offense: Offhand
| Damage | 26 | 
| Accuracy | 54 | 
| Crit Chance | 38% | 
| APR | 26 | 
| Speed | 0.92 | 
Offense: Spell
| Spellpower | 39 | 
| Crit Chance | 21% | 
| Speed | 0.92130072745561 | 
Offense: Mind
| Mindpower | 27 | 
| Crit Chance | 22% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +5% | 
| Temporal | +3% | 
| All | 0% | 
| Physical | +24% | 
| Cold | +4% | 
| Nature | +10% | 
Offense: Damage Penetration
| Light | +15% | 
| Physical | +15% | 
| Blight | +15% | 
| Arcane | +15% | 
| Cold | +5% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 17 (35.65183292883%) | 
| Defense | 56 | 
| Ranged Defense | 56 | 
| Fatigue | 0 | 
| Physical Save | 34 | 
| Spell Save | 21 | 
| Mental Save | 23 | 
Defense: Resistances
| Lightning | + 18%( 70%) | 
| Nature | + 25%( 70%) | 
| Cold | + 37%( 70%) | 
| Blight | + 17%( 70%) | 
| Mind | + 22%( 70%) | 
| Fire | + 19%( 70%) | 
| All | + 12%( 70%) | 
Defense: Immunities
| Pinning Resistance | 0% | 
| Bleed Resistance | 10% | 
| Confusion Resistance | 52% | 
| Stun Resistance | 54% | 
| Instadeath Resistance | 100% | 
| Disarm Resistance | 0% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0Infusion: Healing 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 instantly heal yourself for 118 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 12 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 67 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 Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Reflection Shield 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 create a protective shield absorbing and reflecting at most 310 damage for 5 turns. Its effects scale with your Magic stat. | 
Class Talents
| Technique / Duelist | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cunning / Stealth | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Dual techniques | 1.00 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| Cunning / Shadow magic | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| Spell / Phantasm | 1.00 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cunning / Ambush | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Cunning / Dirty fighting | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Halfling | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Mobility | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| Spell / Conveyance | 1.00 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Cunning / Lethality | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
Effects
| talent | Shadow Combat | 
| talent | Phantasmal Shield | 
| talent | Shadow Feed | 
| talent | Trained Reactions | 
| beneficial effect | Parrying melee and ranged attacks: Has a 28% chance to deflect up to 12 damage from the next 2.5 attack(s).  Parried attacks cannot crit.Parrying | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave | active | 
| You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire.Escort: lost defiler (level 3 of Trollmire) As a reward you improved Magic by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul.Escort: repented thief (level 1 of Ruins of Kor'Pul) As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed sandworm tooth. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 giant spider spinneret. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' 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 length of troll intestine. * You've found the needed bear paw. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 6 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 |  pair of dwarven-steel boots 'Aerothad' (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +2.0% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Res.pen +10% blight ----- def ----- Armour +4 Fatigue +3% Resists +8% fire +7% cold Die.at -60.00 life ---------- misc Max.mana +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  nightwalker's brass lantern of health 2.0 T1 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +5 (+1 eff.) ----- def ----- Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  Deligar the linen wizard hat (11 def, 0 armour) 2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% physical Res.pen +5% physical ----- def ----- Defense +11 (+4 eff.) Die.at -60.00 life ---------- misc Equi/ret +0.80 Psi/ret +0.90 Hate/ret +0.80 A pointy cloth hat, very wizardly... | 
| On hands |  Neroyarin (0 def, 2 armour) =crit= 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +8.0% Spell.crit +10% Mind.crit +8% Crit.mult +7.00% Melee+ 8 lightning 6 cold Dmg.mod +5% lightning +4% cold +3% physical Apr +2 ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning +6% cold Phys.save +9 (+4 eff.) Unarmed combat: Power 24.0 - 33.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +14.0% Atk.spd 83% On Crit.r2 +7 lightning +7 ice On Hit: 10% Lightning Breath 3 On Hit: 10% Ice Breath 3 On Crit: 20% Cripple 3 Metal gloves protecting the hands up to the middle of the lower arm. | 
| Tool |  Malerion the elm totem of stinging [power 116]  (15 cooldown) 2.0 T1 totem charm [Rare] Nature While equipped: Stats +5 Con dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +3 (+1 eff.) Confus- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Sting an enemy dealing 128 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  Emudhedara the steel ring 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +9 (+3 eff.) Mind.pwr +7 (+4 eff.) ----- def ----- Armour +8 Resists +3% cold Max.HP +20.00 Heal.mod +5% Cut- +10% Confus- +20% Stun/Frz- +20% Rings make your fingers look great! | 
| On fingers |  Hailhunger 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +15% arcane +5% cold On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% cold HP.reg +3.00 Stun/Frz- +34% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! | 
| Around neck |  Blazeravager 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +3% Crit.mult +15.00% Res.pen +15% light Acc +5 (+2 eff.) Melee Ret 4 physical ----- def ----- Resists +11% mind Confus- +22% Amulets make your neck look great! | 
| In main hand |  Unerring Scalpel (15-20 power, 25 apr) 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. | 
| Around waist |  noble's rough leather belt of valiance 1.0 T1 belt armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +5 Wil dps ---------- Against +17% Summoned ----- def ----- D.Red.from +16% Summoned Mind.save +6 (+3 eff.) Max.HP +47.00 A belt that goes around your waist. | 
| In off hand |  Shantiz the Stormblade (15-20 power, 20 apr) 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 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 ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. | 
| Cloak |  Ce'Nodhebeth (11 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +1.0% Crit.mult +15.00% Dmg.mod +12% physical Res.pen +10% physical ----- def ----- Defense +11 (+4 eff.) Phys.save +8 (+4 eff.) ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Chavor the woollen robe (3 def, 3 armour) 2.0 T2 cloth armor [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +10% nature Res.pen +5% blight ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +6% blight +15% nature +9% all Phys.save +17 (+7 eff.) Max.HP +40.00 HP.reg +2.60 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
Inventory
|  healing infusion of the wizard (heal 124; cd 12) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 124 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions | 
|  movement infusion of the sneak (speed 610%; cd 8) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 610% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  movement infusion of the titan (speed 469%; cd 8) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 469% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  movement infusion of the wizard (speed 590%; cd 9) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 590% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the psychic (res 20%; physical; dur 2; cd 11) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd 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 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions | 
|  wild infusion of the warrior (res 17%; mental; dur 2; cd 15) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions | 
|  blink rune of the wizard (range 5; phase 16; cd 11) 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (92% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune of the duelist (absorb 103; cd 13) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 103 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions | 
|  shatter afflictions rune of the psychic (absorb 39; cd 17) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 39 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions | 
|  shatter afflictions rune of the warrior (absorb 39; cd 12) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 39 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions | 
|  clarifying steel amulet 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% mind Confus- +24% Amulets make your neck look great! | 
|  stabilizing copper amulet of cunning (+2) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +11% temporal Pinning- +22% Knockbk- +21% Amulets make your neck look great! | 
|  wanderer's copper amulet 0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! | 
|  Adunor the copper ring 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Cun +6 Dex dps ---------- Phys.crit +2.0% Acc +5 (+2 eff.) ----- def ----- Defense +15 (+5 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! | 
|  Aruta the gold ring =lightning res= 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Mag +3 Cun +1 Con dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Crit.chn- 15.00% ---------- misc Psi/ret +0.04 See.Invis +9 Rings make your fingers look great! | 
|  Samichik the steel ring 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil ----- def ----- Resists +6% temporal +9% nature +12% darkness Mind.save +9 (+5 eff.) Confus- +31% ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! | 
|  Shiverhue =anti armor= 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% cold Res.pen +10% cold Acc +9 (+3 eff.) Apr +9 On Hit (Melee): * 20% chance to reduce armor by 31% ----- def ----- Defense +10 (+3 eff.) Fatigue -5% Resists +7% nature +8% blight Poison- +15% Disease- +14% ---------- misc Max.enc +24 Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  copper ring of life 0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +48.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! | 
|  titan's copper ring of nature (+20%) 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Phys.save +6 (+3 eff.) Rings make your fingers look great! | 
|  wizard's gold ring of tenacity 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+4 eff.) Max.HP +26.00 Disarm- +26% Pinning- +22% Knockbk- +35% Rings make your fingers look great! | 
|  Brandwhisper (12-15 power, 6 apr) 1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 11.5 - 15.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 light +12 fire Against +10% Undead On Hit.r1 +16 fire On Crit.r2 +4 fire While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Res.pen +10% blight +7% physical Acc +14 (+5 eff.) Apr +7 On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 21 Sharp, short and deadly. | 
|  balanced steel dagger of rage (13-17 power, 6 apr) 1.0 T2 dagger 1H weapon [Ego+] Master Power 13.0 - 16.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +6% physical Acc +13 (+5 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +24% Sharp, short and deadly. | 
|  plaguebringer's dwarven-steel dagger of massacre (22-28 power, 7 apr) 1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 21.5 - 27.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 3 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 21 While equipped: ----- def ----- Disease- +10% Sharp, short and deadly. | 
|  truestriking steel dagger of enduring (11-14 power, 6 apr) 1.0 T2 dagger 1H weapon [Ego++] Nature/Master Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Con +6 Wil dps ---------- Res.pen +7% physical Acc +8 (+3 eff.) Apr +6 ----- def ----- Max.HP +41.00 Sharp, short and deadly. | 
|  warbringer's dwarven-steel dagger (19-25 power, 7 apr) 1.0 T3 dagger 1H weapon [Ego+] Master Power 19.0 - 24.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +5% physical ----- def ----- Disarm- +10% Sharp, short and deadly. | 
|  dwarven-steel greatsword of crippling (35-56 power, 2 apr) 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master Power 35.0 - 56.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Massive two-handed swords. | 
|  creative vined mindstar of venom (5-6 power, 18 apr, nature damage) 3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+2 eff.) Melee+ 4 acid Dmg.mod +8% acid Res.pen +8% acid ----- def ----- Resists +4% acid HP.reg +1.00 ---------- misc 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 vined mindstar of balance (5-6 power, 18 apr, mind damage) 3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+4 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +0.50 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. | 
|  Murkravage (15-18 power, 3 apr, fire element) 5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun +1 Con dps ---------- Phys.crit +7.0% Spell.crit +9% Crit.mult +12.00% Spell.pwr +17 (+6 eff.) Melee+ 18 arcane Dmg.mod +15% blight +15% fire +15% darkness +15% acid Res.pen +10% darkness ----- def ----- Crit.chn- 10.00% ---------- misc Max.mana +36.00 See.Invis +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  elemental steel waraxe (14-20 power, 3 apr) 3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego+] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 68 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +8% lightning One-handed war axes. | 
|  steel waraxe 'Xanatta' (10-14 power, 3 apr) 3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Psionic Power 10.0 - 14.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 darkness Against +8% Living On Hit: * 20% chance to reduce all saves and defense by 19 While equipped: dps ---------- Crit.mult +20.00% Mind.pwr +20 (+10 eff.) ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Hate/m.crit +4.00 One-handed war axes. | 
|  Ivitira the hardened leather belt =Accuracy= 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +20 (+6 eff.) Acc +30 (+9 eff.) Apr +4 ----- def ----- Defense +31 (+9 eff.) Stealth +8 A belt that goes around your waist. | 
|  Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. | 
|  Scabnull the rough leather belt 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% nature Res.pen +10% nature +10% cold On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +6% nature +3% fire Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. | 
|  Zubulaith 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Phys.crit +8.0% Mind.crit +8% Dmg.mod +6% temporal Res.pen +5% temporal ----- def ----- Defense +10 (+3 eff.) Crit.chn- 15.00% Spell.save +9 (+4 eff.) Blind- +20% A belt that goes around your waist. | 
|  noble's rough leather belt of burglary 1.0 T1 belt armor [Ego++] Master While equipped: Stats +4 Dex +3 Wil +7 Cun +6 Lck dps ---------- Against +18% Summoned ----- def ----- D.Red.from +17% Summoned Stealth +6 ---------- misc T.Disarm +5 Infravis +3 A belt that goes around your waist. | 
|  rough leather belt 'Xanerin' 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Resists +6% temporal +3% nature +6% mind Spell.save +7 (+3 eff.) HP.reg +4.00 Poison- +20% Teleport- +10% ---------- misc Size +1 A belt that goes around your waist. | 
|  Blazebrace the cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +8 Str +2 Dex dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +3% light +6% fire Max.HP +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Galothad (11 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +11 (+4 eff.) Resists +5% arcane Max.HP +31.00 Heal.mod +20% Disease- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Layyramina the linen cloak (6 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Spell.crit +2% Crit.mult +10.00% Dmg.mod +6% physical ----- def ----- Defense +6 (+2 eff.) Resists +3% acid Phys.save +6 (+3 eff.) Disarm- +20% ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  linen cloak of Iron Throne (1 def, 0 armour) =con= 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+0 eff.) 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 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 34.06 to 42.57 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. | 
|  verdant woollen robe (0 def, 0 armour) =con= 2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +9% nature ----- def ----- Resists +9% all Poison- +24% Disease- +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  woollen robe 'Tarrygar' (3 def, 3 armour) 2.0 T2 cloth armor [Rare] Master While equipped: Stats +3 Wil ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +6% lightning +9% all Phys.save +39 (+15 eff.) HP.reg +4.00 Heal.mod +20% ---------- misc Light +2 See.Invis +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Eden's Guile (2 def, 1 armour) 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 40% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. | 
|  Frost Treads (1 def, 4 armour) 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc 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. | 
|  Loamwyrd (0 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature +6% light Res.pen +10% nature +25% fire ----- def ----- Armour +1 Resists +6% light +7% fire +3% nature +6% cold ---------- misc Light +3 A pair of boots made of leather. | 
|  pair of dwarven-steel boots 'Sparkoblivion' (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +12% blight Res.pen +16% darkness +13% temporal ----- def ----- Armour +4 Fatigue -9% Resists +12% lightning +14% temporal +14% darkness Phys.save +21 (+9 eff.) Def/telep +15 Res/telep +14% Dur/telep +15% ---------- misc Max.enc +54 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  pair of iron boots 'Bleakrock' (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Res.pen +15% lightning Apr +5 Melee Ret 10 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Armour +3 Fatigue +2% Resists +6% acid +15% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Abyssdare (0 def, 9 armour) =con l'ning res= 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +11 Con dps ---------- Dmg.mod +18% fire Res.pen +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +9 Hardiness +7% Resists +18% lightning +9% fire +6% physical Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 5% Stone Touch 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Quenchglean (0 def, 1 armour) 1.0 T1 hands armor [Rare] Nature While equipped: Stats +5 Dex +3 Mag +2 Cun dps ---------- Melee+ 6 cold Dmg.mod +11% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +1 Resists +6% cold ---------- misc Light +3 Unarmed combat: Power 6.5 - 7.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +7 ice On Hit: 10% Ice Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Tanik (0 def, 2 armour) =Accuracy= 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +4 Mag +5 Wil +1 Cun dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 4 arcane Dmg.mod +13% arcane Acc +18 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +3% arcane Phys.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Disarm- +20% ---------- misc Infravis +1 Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +10 Apr +9 Crit +13.0% Atk.spd 83% Melee+ +4 arcane On Hit: 10% Perfect Control 3 On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Undeathire the dwarven-steel gauntlets (0 def, 2 armour) =slow= 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Dex dps ---------- Melee+ 7 acid Dmg.mod +5% acid Acc +25 (+8 eff.) On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +2 Fatigue +3% Resists +7% acid +5% arcane Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +13 Apr +9 Crit +21.0% Atk.spd 83% On Crit.r2 +5 acid On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. | 
|  linen wizard hat 'Gunesin' (1 def, 0 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Phys.crit +4.0% Melee Ret 4 acid ----- def ----- Defense +1 (+0 eff.) Resists +6% fire +5% arcane +6% nature Phys.save +6 (+3 eff.) Poison- +20% A pointy cloth hat, very wizardly... | 
|  miner's rough leather cap of constitution (+3) (0 def, 2 armour) 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. | 
|  rough leather cap of knowledge (0 def, 1 armour) 2.0 T1 head armor [Ego+] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% A cap made of leather. | 
|  dwarven-steel mail armour of Eyal (3 def, 8 armour) 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +29.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of mail. | 
|  Eilinurethra the Flowermonster (6 def, 4 armour) 9.0 T2 light armor Reqs Str 14 [Rare] Disrupt While equipped: dps ---------- Dmg.mod +9% nature +9% fire Res.pen +25% nature +5% fire On Hit (Melee): * 20% chance to reduce armor by 31% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +13% nature +12% blight A suit of armour made of leather. | 
|  rejuvenating hardened leather armour of stability (9 def, 6 armour) 9.0 T3 light armor Reqs Str 16 [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +6% physical Phys.save +13 (+6 eff.) HP.reg +2.90 ---------- misc Stam/turn +0.50 A suit of armour made of leather. | 
|  quiver of ash arrows of accuracy (20/20, 19-27 power, 7 apr) 3.0 T2 arrow ammo [Ego] Master Power 19.0 - 26.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +7 Crit +1.5% Capacity 20 Arrows are used with bows to pierce your foes to death. | 
|  2 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  235 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  4 opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.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. | 
|  Bethasethra the Phlegmshear (dig speed 38 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Fatigue -5% Resists +6% light +3% acid While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Quenchwoe the iron pickaxe (dig speed 30 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Crit.mult +5.00% Dmg.mod +3% physical +3% cold ----- def ----- Armour +2 Die.at -80.00 life ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  emerald 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  2 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. | 
|  Cloudraven the brass lantern 2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Resists +6% light Mind.save +12 (+6 eff.) Max.HP +20.00 Confus- +20% ---------- misc Light +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. | 
|  Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  Xuwyn the alchemist's lamp 1.0 T3 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) Res.pen +10% temporal Melee Ret 12 fire 4 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +7% fire +3% mind +3% temporal Blind- +27% Confus- +15% ---------- misc Light +8 See.Stealth +10 See.Invis +9 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. | 
| Mirror of Reflection (Portable)Mirror of Reflection (Portable) 0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. | 
|  Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  barbed pouch of steel shots (19/19, 28-33 power, 2 apr) 3.0 T2 shot ammo [Ego+] Master Power 27.5 - 33.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 19 On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. | 
|  Eilinoseta [power 47]  (25 cooldown) 2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +1 Cun dps ---------- Crit.mult +5.00% Res.pen +10% mind ----- def ----- Mind.save +6 (+3 eff.) Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 12% for 2 turns. 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  Yarogar the steel torque of psionic shield [power 55]  (25 cooldown) 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% blight Res.pen +10% physical ---------- misc Psi/ret +0.04 Max.psi +50.00 Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. | 
|  iron torque of clear mind [power 1]  (25 cooldown) 2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  soothing steel torque of clear mind [power 2]  (25 cooldown) 2.0 T2 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 32. Torques are made by powerful psionics to store psionic powers. | 
|  powerful elm totem of healing [power 122]  (15 cooldown) 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  2 amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  quartz 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  2 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By ___STAB_DARKLY___ the Halfling Shadowblade level 13
3rd Dusk 122nd year of Ascendancy at 18:07 see stats
 Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By ___STAB_DARKLY___ the Halfling Shadowblade level 22
35th Haze 122nd year of Ascendancy at 16:34 see stats
 Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By ___STAB_DARKLY___ the Halfling Shadowblade level 10
3rd Mirth 122nd year of Ascendancy at 18:53 see stats
 Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By ___STAB_DARKLY___ the Halfling Shadowblade level 20
69th Dusk 122nd year of Ascendancy at 08:40 see stats
 Poisonous (Insane (Roguelike) difficulty)
			Sided with the assassin lord.
			Poisonous (Insane (Roguelike) difficulty)
			Sided with the assassin lord.By ___STAB_DARKLY___ the Halfling Shadowblade level 19
52nd Dusk 122nd year of Ascendancy at 04:53 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By ___STAB_DARKLY___ the Halfling Shadowblade level 7
78th Pyre 122nd year of Ascendancy at 23:16 see stats
 The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By ___STAB_DARKLY___ the Halfling Shadowblade level 10
6th Mirth 122nd year of Ascendancy at 09:02 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By ___STAB_DARKLY___ the Halfling Shadowblade level 19
45th Dusk 122nd year of Ascendancy at 17:37 see stats
Log
___STAB_DARKLY___ picks up (U.): Loamwyrd (0 def, 1 armour).
___STAB_DARKLY___ uses Infusion: Healing.
___STAB_DARKLY___ receives 146 healing from Infusion: Healing.
Resting starts...
___STAB_DARKLY___ is no longer evading attacks.
Talent Dual Strike is ready to use.
Talent Stealth is ready to use.
Talent Infusion: Healing is ready to use.
Talent Flurry is ready to use.
Rested for 30 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 10 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 72 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 72 turns (stop reason: at exit).



























































