diff --git a/game/modules/tome/class/GameState.lua b/game/modules/tome/class/GameState.lua
index c42a868b2d174ecc30b7960b9dd98b9aec8a022b..ac022870779f293f5432800e7e3db3dc7d074881 100644
--- a/game/modules/tome/class/GameState.lua
+++ b/game/modules/tome/class/GameState.lua
@@ -250,15 +250,15 @@ function _M:generateRandart(data)
 	}
 	local themes = {}
 	if data.force_themes then
-		for i, v in ipairs(data.force_themes) do 
-			table.removeFromList(allthemes, v) 
+		for i, v in ipairs(data.force_themes) do
+			table.removeFromList(allthemes, v)
 			themes[v] = true
 			if v == 'antimagic' then table.removeFromList(allthemes, 'spell', 'arcane', 'blight', 'temporal') end
 			if v == 'spell' or v == 'arcane' or v == 'blight' or v == 'temporal' then table.removeFromList(allthemes, 'antimagic') end
 		end
 	end
-	for i = #themes + 1, (data.nb_themes or 2) do 
-		if #allthemes == 0 then break end 
+	for i = #themes + 1, (data.nb_themes or 2) do
+		if #allthemes == 0 then break end
 		local v = rng.tableRemove(allthemes)
 		themes[v] = true
 		if v == 'antimagic' then table.removeFromList(allthemes, 'spell', 'arcane', 'blight', 'temporal') end
@@ -1136,6 +1136,7 @@ function _M:entityFilterPost(zone, level, type, e, filter)
 		elseif filter.random_elite and not e.unique then
 			if _G.type(filter.random_elite) == "boolean" then filter.random_elite = {}
 			else filter.random_elite = table.clone(filter.random_elite, true) end
+			local lev = filter.random_elite.level or zone:level_adjust_level(level, zone, type)
 			local base = {
 				nb_classes=1,
 				rank=3.2, ai = "tactical",
@@ -1145,6 +1146,7 @@ function _M:entityFilterPost(zone, level, type, e, filter)
 				drop_equipment = false,
 				no_loot_randart = true,
 				resources_boost = 1.5,
+				talent_cds_factor = (lev <= 10) and 3 or ((lev <= 20) and 2 or nil),
 				class_filter = function(c)
 					if e.power_source then
 						for ps, _ in pairs(e.power_source) do if c.power_source and c.power_source[ps] then return true end end
@@ -1156,7 +1158,7 @@ function _M:entityFilterPost(zone, level, type, e, filter)
 					end
 					return true
 				end,
-				level = filter.random_elite.level or zone:level_adjust_level(level, zone, type),
+				level = lev,
 				nb_rares = filter.random_elite.nb_rares or 1,
 				check_talents_level = true,
 				post = function(b, data)
@@ -1731,6 +1733,7 @@ function _M:createRandomBoss(base, data)
 
 	b.rnd_boss_on_added_to_level = b.on_added_to_level
 	b._rndboss_resources_boost = data.resources_boost
+	b._rndboss_talent_cds = data.talent_cds_factor
 	b.on_added_to_level = function(self, ...)
 		self:check("birth_create_alchemist_golem")
 		for tid, lev in pairs(self.learn_tids) do
@@ -1743,6 +1746,18 @@ function _M:createRandomBoss(base, data)
 		self.learn_tids = nil
 		self.on_added_to_level = nil
 
+		-- Increase talent cds
+		if self._rndboss_talent_cds then
+			local fact = self._rndboss_talent_cds
+			for tid, _ in pairs(self.talents) do
+				local t = self:getTalentFromId(tid)
+				if t.mode ~= "passive" then
+					local bcd = self:getTalentCooldown(t) or 0
+					self.talent_cd_reduction[tid] = (self.talent_cd_reduction[tid] or 0) - math.ceil(bcd * (fact - 1))
+				end
+			end
+		end
+
 		-- Cheat a bit with ressources
 		self.max_mana = self.max_mana * (self._rndboss_resources_boost or 3) self.mana_regen = self.mana_regen + 1
 		self.max_vim = self.max_vim * (self._rndboss_resources_boost or 3) self.vim_regen = self.vim_regen + 1
diff --git a/game/modules/tome/data/general/objects/random-artifacts/gloves.lua b/game/modules/tome/data/general/objects/random-artifacts/gloves.lua
index 2be89e73db3141f1875863fe0d41f17aa438a028..efece4012da80a878f0b8f7726b377c96b6f51bd 100644
--- a/game/modules/tome/data/general/objects/random-artifacts/gloves.lua
+++ b/game/modules/tome/data/general/objects/random-artifacts/gloves.lua
@@ -26,233 +26,233 @@ load("/data/general/objects/random-artifacts/generic.lua")
 -- Weapon Properties
 ----------------------------------------------------------------
 newEntity{ theme={physical=true}, name="damage", points = 1, rarity = 10, level_range = {1, 50},
-	wielder.combat = { dam = resolvers.randartmax(1, 20), },
+	wielder = { combat = { dam = resolvers.randartmax(1, 20), },},
 }
 newEntity{ theme={physical=true}, name="apr", points = 1, rarity = 10, level_range = {1, 50},
-	wielder.combat = { apr = resolvers.randartmax(1, 15), },
+	wielder = { combat = { apr = resolvers.randartmax(1, 15), },},
 }
 newEntity{ theme={physical=true}, name="crit", points = 1, rarity = 10, level_range = {1, 50},
-	wielder.combat = { physcrit = resolvers.randartmax(1, 15), },
+	wielder = { combat = { physcrit = resolvers.randartmax(1, 15), },},
 }
 newEntity{ theme={physical=true, spell=true}, name="phasing", points = 1, rarity = 10, level_range = {1, 50},
-	wielder.combat = { phasing = resolvers.randartmax(1, 50), },
+	wielder = { combat = { phasing = resolvers.randartmax(1, 50), },},
 }
 ----------------------------------------------------------------
 -- Melee damage projection
 ----------------------------------------------------------------
 newEntity{ theme={physical=true}, name="physical melee", points = 1, rarity = 18, level_range = {1, 50},
-	wielder.combat = { melee_project = {[DamageType.PHYSICAL] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { melee_project = {[DamageType.PHYSICAL] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={mind=true, mental=true}, name="mind melee", points = 1, rarity = 18, level_range = {1, 50},
-	wielder.combat = { melee_project = {[DamageType.MIND] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { melee_project = {[DamageType.MIND] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={acid=true}, name="acid melee", points = 1, rarity = 18, level_range = {1, 50},
-	wielder.combat = { melee_project = {[DamageType.ACID] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { melee_project = {[DamageType.ACID] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={lightning=true}, name="lightning melee", points = 1, rarity = 18, level_range = {1, 50},
-	wielder.combat = { melee_project = {[DamageType.LIGHTNING] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { melee_project = {[DamageType.LIGHTNING] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={fire=true}, name="fire melee", points = 1, rarity = 18, level_range = {1, 50},
-	wielder.combat = { melee_project = {[DamageType.FIRE] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { melee_project = {[DamageType.FIRE] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={cold=true}, name="cold melee", points = 1, rarity = 18, level_range = {1, 50},
-	wielder.combat = { melee_project = {[DamageType.COLD] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { melee_project = {[DamageType.COLD] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={light=true}, name="light melee", points = 1, rarity = 18, level_range = {1, 50},
-	wielder.combat = { melee_project = {[DamageType.LIGHT] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { melee_project = {[DamageType.LIGHT] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={dark=true}, name="dark melee", points = 1, rarity = 18, level_range = {1, 50},
-	wielder.combat = { melee_project = {[DamageType.DARKNESS] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { melee_project = {[DamageType.DARKNESS] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={blight=true, spell=true}, name="blight melee", points = 1, rarity = 18, level_range = {1, 50},
-	wielder.combat = { melee_project = {[DamageType.BLIGHT] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { melee_project = {[DamageType.BLIGHT] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={nature=true}, name="nature melee", points = 1, rarity = 18, level_range = {1, 50},
-	wielder.combat = { melee_project = {[DamageType.NATURE] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { melee_project = {[DamageType.NATURE] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={arcane=true, spell=true}, name="arcane melee", points = 1, rarity = 18, level_range = {1, 50},
-	wielder.combat = { melee_project = {[DamageType.ARCANE] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { melee_project = {[DamageType.ARCANE] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={temporal=true}, name="temporal melee", points = 1, rarity = 18, level_range = {1, 50},
-	wielder.combat = { melee_project = {[DamageType.TEMPORAL] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { melee_project = {[DamageType.TEMPORAL] = resolvers.randartmax(1, 20), }, },},
 }
 ----------------------------------------------------------------
 -- Melee damage Projection (rare)
 ----------------------------------------------------------------
 newEntity{ theme={physical=true}, name="physical gravity melee", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { melee_project = {[DamageType.GRAVITY] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { melee_project = {[DamageType.GRAVITY] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={acid=true}, name="acid blind melee", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { melee_project = {[DamageType.ACID_BLIND] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { melee_project = {[DamageType.ACID_BLIND] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={lightning=true}, name="lightning daze melee", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { melee_project = {[DamageType.LIGHTNING_DAZE] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { melee_project = {[DamageType.LIGHTNING_DAZE] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={fire=true}, name="burn melee", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { melee_project = {[DamageType.FIREBURN] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { melee_project = {[DamageType.FIREBURN] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={cold=true}, name="ice melee", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { melee_project = {[DamageType.ICE] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { melee_project = {[DamageType.ICE] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={antimagic=true}, name="manaburn melee", points = 1, rarity = 18, level_range = {1, 50},
-	wielder.combat = { melee_project = {[DamageType.MANABURN] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { melee_project = {[DamageType.MANABURN] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={nature=true, antimagic=true}, name="slime melee", points = 1, rarity = 18, level_range = {1, 50},
-	wielder.combat = { melee_project = {[DamageType.SLIME] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { melee_project = {[DamageType.SLIME] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={nature=true}, name="insidious poison melee", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { melee_project = {[DamageType.INSIDIOUS_POISON] = resolvers.randartmax(1, 50), }, },  -- this gets divided by 7 for damage
+	wielder = { combat = { melee_project = {[DamageType.INSIDIOUS_POISON] = resolvers.randartmax(1, 50), }, },},  -- this gets divided by 7 for damage
 }
 newEntity{ theme={temporal=true}, name="wasting melee", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { melee_project = {[DamageType.WASTING] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { melee_project = {[DamageType.WASTING] = resolvers.randartmax(1, 20), }, },},
 }
 ----------------------------------------------------------------
 -- Melee damage burst
 ----------------------------------------------------------------
 newEntity{ theme={physical=true}, name="physical burst", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_hit = {[DamageType.PHYSICAL] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { burst_on_hit = {[DamageType.PHYSICAL] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={mind=true, mental=true}, name="mind burst", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_hit = {[DamageType.MIND] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { burst_on_hit = {[DamageType.MIND] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={acid=true}, name="acid burst", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_hit = {[DamageType.ACID] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { burst_on_hit = {[DamageType.ACID] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={lightning=true}, name="lightning burst", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_hit = {[DamageType.LIGHTNING] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { burst_on_hit = {[DamageType.LIGHTNING] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={fire=true}, name="fire burst", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_hit = {[DamageType.FIRE] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { burst_on_hit = {[DamageType.FIRE] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={cold=true}, name="cold burst", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_hit = {[DamageType.COLD] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { burst_on_hit = {[DamageType.COLD] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={light=true}, name="light burst", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_hit = {[DamageType.LIGHT] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { burst_on_hit = {[DamageType.LIGHT] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={dark=true}, name="dark burst", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_hit = {[DamageType.DARKNESS] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { burst_on_hit = {[DamageType.DARKNESS] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={blight=true}, name="blight burst", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_hit = {[DamageType.BLIGHT] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { burst_on_hit = {[DamageType.BLIGHT] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={nature=true}, name="nature burst", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_hit = {[DamageType.NATURE] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { burst_on_hit = {[DamageType.NATURE] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={arcane=true}, name="arcane burst", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_hit = {[DamageType.ARCANE] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { burst_on_hit = {[DamageType.ARCANE] = resolvers.randartmax(1, 20), }, },},
 }
 newEntity{ theme={temporal=true}, name="temporal burst", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_hit = {[DamageType.TEMPORAL] = resolvers.randartmax(1, 20), }, },
+	wielder = { combat = { burst_on_hit = {[DamageType.TEMPORAL] = resolvers.randartmax(1, 20), }, },},
 }
 ----------------------------------------------------------------
 -- Melee damage burst(crit)
 ----------------------------------------------------------------
 newEntity{ theme={physical=true}, name="physical burst (crit)", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_crit = {[DamageType.PHYSICAL] = resolvers.randartmax(1, 30), }, },
+	wielder = { combat = { burst_on_crit = {[DamageType.PHYSICAL] = resolvers.randartmax(1, 30), }, },},
 }
 newEntity{ theme={mind=true, mental=true}, name="mind burst (crit)", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_crit = {[DamageType.MIND] = resolvers.randartmax(1, 30), }, },
+	wielder = { combat = { burst_on_crit = {[DamageType.MIND] = resolvers.randartmax(1, 30), }, },},
 }
 newEntity{ theme={acid=true}, name="acid burst (crit)", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_crit = {[DamageType.ACID] = resolvers.randartmax(1, 30), }, },
+	wielder = { combat = { burst_on_crit = {[DamageType.ACID] = resolvers.randartmax(1, 30), }, },},
 }
 newEntity{ theme={lightning=true}, name="lightning burst (crit)", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_crit = {[DamageType.LIGHTNING] = resolvers.randartmax(1, 30), }, },
+	wielder = { combat = { burst_on_crit = {[DamageType.LIGHTNING] = resolvers.randartmax(1, 30), }, },},
 }
 newEntity{ theme={fire=true}, name="fire burst (crit)", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_crit = {[DamageType.FIRE] = resolvers.randartmax(1, 30), }, },
+	wielder = { combat = { burst_on_crit = {[DamageType.FIRE] = resolvers.randartmax(1, 30), }, },},
 }
 newEntity{ theme={cold=true}, name="cold burst (crit)", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_crit = {[DamageType.COLD] = resolvers.randartmax(1, 30), }, },
+	wielder = { combat = { burst_on_crit = {[DamageType.COLD] = resolvers.randartmax(1, 30), }, },},
 }
 newEntity{ theme={light=true}, name="light burst (crit)", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_crit = {[DamageType.LIGHT] = resolvers.randartmax(1, 30), }, },
+	wielder = { combat = { burst_on_crit = {[DamageType.LIGHT] = resolvers.randartmax(1, 30), }, },},
 }
 newEntity{ theme={dark=true}, name="dark burst (crit)", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_crit = {[DamageType.DARKNESS] = resolvers.randartmax(1, 30), }, },
+	wielder = { combat = { burst_on_crit = {[DamageType.DARKNESS] = resolvers.randartmax(1, 30), }, },},
 }
 newEntity{ theme={blight=true}, name="blight burst (crit)", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_crit = {[DamageType.BLIGHT] = resolvers.randartmax(1, 30), }, },
+	wielder = { combat = { burst_on_crit = {[DamageType.BLIGHT] = resolvers.randartmax(1, 30), }, },},
 }
 newEntity{ theme={nature=true}, name="nature burst (crit)", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_crit = {[DamageType.NATURE] = resolvers.randartmax(1, 30), }, },
+	wielder = { combat = { burst_on_crit = {[DamageType.NATURE] = resolvers.randartmax(1, 30), }, },},
 }
 newEntity{ theme={arcane=true}, name="arcane burst (crit)", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_crit = {[DamageType.ARCANE] = resolvers.randartmax(1, 30), }, },
+	wielder = { combat = { burst_on_crit = {[DamageType.ARCANE] = resolvers.randartmax(1, 30), }, },},
 }
 newEntity{ theme={temporal=true}, name="temporal burst (crit)", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { burst_on_crit = {[DamageType.TEMPORAL] = resolvers.randartmax(1, 30), }, },
+	wielder = { combat = { burst_on_crit = {[DamageType.TEMPORAL] = resolvers.randartmax(1, 30), }, },},
 }
 ----------------------------------------------------------------
 -- Melee damage conversion
 ----------------------------------------------------------------
 newEntity{ theme={mind=true, mental=true}, name="mind conversion", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { convert_damage = {[DamageType.MIND] = resolvers.randartmax(1, 50), }, },
+	wielder = { combat = { convert_damage = {[DamageType.MIND] = resolvers.randartmax(1, 50), }, },},
 }
 newEntity{ theme={acid=true}, name="acid conversion", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { convert_damage = {[DamageType.ACID] = resolvers.randartmax(1, 50), }, },
+	wielder = { combat = { convert_damage = {[DamageType.ACID] = resolvers.randartmax(1, 50), }, },},
 }
 newEntity{ theme={lightning=true}, name="lightning conversion", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { convert_damage = {[DamageType.LIGHTNING] = resolvers.randartmax(1, 50), }, },
+	wielder = { combat = { convert_damage = {[DamageType.LIGHTNING] = resolvers.randartmax(1, 50), }, },},
 }
 newEntity{ theme={fire=true}, name="fire conversion", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { convert_damage = {[DamageType.FIRE] = resolvers.randartmax(1, 50), }, },
+	wielder = { combat = { convert_damage = {[DamageType.FIRE] = resolvers.randartmax(1, 50), }, },},
 }
 newEntity{ theme={cold=true}, name="cold conversion", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { convert_damage = {[DamageType.COLD] = resolvers.randartmax(1, 50), }, },
+	wielder = { combat = { convert_damage = {[DamageType.COLD] = resolvers.randartmax(1, 50), }, },},
 }
 newEntity{ theme={light=true}, name="light conversion", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { convert_damage = {[DamageType.LIGHT] = resolvers.randartmax(1, 50), }, },
+	wielder = { combat = { convert_damage = {[DamageType.LIGHT] = resolvers.randartmax(1, 50), }, },},
 }
 newEntity{ theme={dark=true}, name="dark conversion", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { convert_damage = {[DamageType.DARKNESS] = resolvers.randartmax(1, 50), }, },
+	wielder = { combat = { convert_damage = {[DamageType.DARKNESS] = resolvers.randartmax(1, 50), }, },},
 }
 newEntity{ theme={blight=true}, name="blight conversion", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { convert_damage = {[DamageType.BLIGHT] = resolvers.randartmax(1, 50), }, },
+	wielder = { combat = { convert_damage = {[DamageType.BLIGHT] = resolvers.randartmax(1, 50), }, },},
 }
 newEntity{ theme={nature=true}, name="nature conversion", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { convert_damage = {[DamageType.NATURE] = resolvers.randartmax(1, 50), }, },
+	wielder = { combat = { convert_damage = {[DamageType.NATURE] = resolvers.randartmax(1, 50), }, },},
 }
 newEntity{ theme={arcane=true}, name="arcane conversion", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { convert_damage = {[DamageType.ARCANE] = resolvers.randartmax(1, 50), }, },
+	wielder = { combat = { convert_damage = {[DamageType.ARCANE] = resolvers.randartmax(1, 50), }, },},
 }
 newEntity{ theme={temporal=true}, name="temporal conversion", points = 1, rarity = 20, level_range = {1, 50},
-	wielder.combat = { convert_damage = {[DamageType.TEMPORAL] = resolvers.randartmax(1, 50), }, },
+	wielder = { combat = { convert_damage = {[DamageType.TEMPORAL] = resolvers.randartmax(1, 50), }, },},
 }
 ----------------------------------------------------------------
 -- Slaying
 ----------------------------------------------------------------
 newEntity{ theme={physical=true}, name="slay humanoid", points = 1, rarity = 22, level_range = {1, 50},
-	wielder.combat = { inc_damage_type = {humanoid=resolvers.randartmax(1, 25),},},
+	wielder = { combat = { inc_damage_type = {humanoid=resolvers.randartmax(1, 25),},},},
 }
 newEntity{ theme={physical=true}, name="slay undead", points = 1, rarity = 22, level_range = {1, 50},
-	wielder.combat = { inc_damage_type = {undead=resolvers.randartmax(1, 25),},},
+	wielder = { combat = { inc_damage_type = {undead=resolvers.randartmax(1, 25),},},},
 }
 newEntity{ theme={physical=true}, name="slay demon", points = 1, rarity = 22, level_range = {1, 50},
-	wielder.combat = { inc_damage_type = {demon=resolvers.randartmax(1, 25),},},
+	wielder = { combat = { inc_damage_type = {demon=resolvers.randartmax(1, 25),},},},
 }
 newEntity{ theme={physical=true}, name="slay dragon", points = 1, rarity = 22, level_range = {1, 50},
-	wielder.combat = { inc_damage_type = {dragon=resolvers.randartmax(1, 25),},},
+	wielder = { combat = { inc_damage_type = {dragon=resolvers.randartmax(1, 25),},},},
 }
 newEntity{ theme={physical=true}, name="slay animal", points = 1, rarity = 22, level_range = {1, 50},
-	wielder.combat = { inc_damage_type = {animal=resolvers.randartmax(1, 25),},},
+	wielder = { combat = { inc_damage_type = {animal=resolvers.randartmax(1, 25),},},},
 }
 newEntity{ theme={physical=true}, name="slay giant", points = 1, rarity = 22, level_range = {1, 50},
-	wielder.combat = { inc_damage_type = {giant=resolvers.randartmax(1, 25),},},
+	wielder = { combat = { inc_damage_type = {giant=resolvers.randartmax(1, 25),},},},
 }
 newEntity{ theme={physical=true}, name="slay elemental", points = 1, rarity = 22, level_range = {1, 50},
-	wielder.combat = { inc_damage_type = {elemental=resolvers.randartmax(1, 25),},},
+	wielder = { combat = { inc_damage_type = {elemental=resolvers.randartmax(1, 25),},},},
 }
 newEntity{ theme={physical=true}, name="slay horror", points = 1, rarity = 22, level_range = {1, 50},
-	wielder.combat = { inc_damage_type = {horror=resolvers.randartmax(1, 25),},},
+	wielder = { combat = { inc_damage_type = {horror=resolvers.randartmax(1, 25),},},},
 }
 newEntity{ theme={physical=true}, name="slay vermin", points = 1, rarity = 22, level_range = {1, 50},
-	wielder.combat = { inc_damage_type = {vermin=resolvers.randartmax(1, 25),},},
+	wielder = { combat = { inc_damage_type = {vermin=resolvers.randartmax(1, 25),},},},
 }
 newEntity{ theme={physical=true}, name="slay insect", points = 1, rarity = 22, level_range = {1, 50},
-	wielder.combat = { inc_damage_type = {insect=resolvers.randartmax(1, 25),},},
+	wielder = { combat = { inc_damage_type = {insect=resolvers.randartmax(1, 25),},},},
 }
 newEntity{ theme={physical=true}, name="slay spiderkin", points = 1, rarity = 22, level_range = {1, 50},
-	wielder.combat = { inc_damage_type = {spiderkin=resolvers.randartmax(1, 25),},},
-}
\ No newline at end of file
+	wielder = { combat = { inc_damage_type = {spiderkin=resolvers.randartmax(1, 25),},},},
+}