












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.7.6Donators/Buyers bonus! 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 Adventure | 
| Sex | Female | 
| Race | Shalore | 
| Class | Archmage | 
| Level / Exp | 50 / 4575% | 
| Size | medium | 
| Lifes / Deaths | Killed by Doomed Shade of Shirt at level 50 on the 27th Dusk 124th year of Ascendancy at 18:536 / 1 | 
Primary Stats
| Strength | 26 (base 8) | 
| Dexterity | 45 (base 17) | 
| Constitution | 54 (base 36) | 
| Magic | 191 (base 66) | 
| Willpower | 147 (base 66) | 
| Cunning | 92 (base 60) | 
Resources
| Life | 852/852 | 
| Mana | 746/755 | 
| Healing Factor | 2.0797803169826 | 
| Regeneration | 62.913354588724 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +43.56571854537% | 
| Spell | 0% | 
| Global | +134.51659701343% | 
Vision
| Sight | 10 | 
| Lite | 15 | 
| Infravision | 7 | 
| See Stealth | 61.962844041724 | 
| See Invisible | 102.6390523502 | 
Offense: Mainhand
| Damage | 205 | 
| Accuracy | 46 | 
| Crit Chance | 55% | 
| APR | 60 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 116 | 
| Crit Chance | 100% | 
| Speed | 1 | 
| Cooldown Reduction | 40 | 
Offense: Mind
| Mindpower | 68 | 
| Crit Chance | 50% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +54% | 
| Arcane | +100% | 
| Cold | +124% | 
| All | +29% | 
| Darkness | +35% | 
| Light | +32% | 
| Lightning | +159% | 
| Fire | +147% | 
| Mind | +56% | 
Offense: Damage Penetration
| Lightning | +35% | 
| Light | +10% | 
| Cold | +30% | 
| Darkness | +35% | 
| Arcane | +50% | 
| Fire | +98% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 96.511816889591 (84.687909656376%) | 
| Defense | 66 | 
| Ranged Defense | 77 | 
| Fatigue | 0 | 
| Physical Save | 63 | 
| Spell Save | 70 | 
| Mental Save | 62 | 
Defense: Resistances
| Acid | + 53%( 70%) | 
| Arcane | + 61%( 70%) | 
| Cold | + 66%( 70%) | 
| All | + 37%( 70%) | 
| Darkness | + 54%( 70%) | 
| Light | + 43%( 70%) | 
| Physical | + 51%( 70%) | 
| Lightning | + 70%( 70%) | 
| Fire | + 53%( 70%) | 
| Mind | + 48%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 32% | 
| Poison Resistance | 30% | 
| Blind Resistance | 83% | 
| Silence Resistance | 66% | 
| Bleed Resistance | 20% | 
| Pinning Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 10% | 
Inscriptions (5/5)
| Runes | Effective talent level: 2.5Rune: Reflection Shield Use mode: Activated Range: melee/personal Cooldown: 9 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 2063 damage for 6 turns. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 2.5Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 8 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 4 turns and blocking 399 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. | 
| Runes | Effective talent level: 2.5Rune: Manasurge Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1672% for 10 turns (142 total) and instantly restoring 84 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. | 
| Infusions | Effective talent level: 2.5Infusion: 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 422 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 2.5Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 8 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 4 turns and blocking 504 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. | 
Class Talents
| Spell / Meta | 1.30 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Spell / Temporal | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Spell / Air | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Spell / Arcane | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Spell / Phantasm | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Earth | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Fire | 1.30 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| Spell / Wildfire | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Spell / Water | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Spell / Staff combat | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Race / Shalore | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Aegis | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Spell / Divination | 1.30 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Conveyance | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Stone Skin | 
| talent | Spellcraft | 
| talent | Wildfire | 
| talent | Keen Senses | 
| talent | Chant of Fortress | 
| talent | Arcane Power | 
| talent | Disruption Shield | 
| talent | Burning Wake | 
| talent | Feather Wind | 
| talent | Aether Permeation | 
| talent | Defensive Posture | 
| talent | Premonition | 
| talent | Shielding | 
| talent | Essence of Speed | 
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done | 
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.Back and there again You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done | 
| You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.Echoes of the Spellblaze There are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done | 
| You have killed Ungolë in Ardhungol and saved the Sun Paladin.Eight legs of wonder | done | 
| You successfully escorted the injured seer to the recall portal on level 2 of Old Forest.Escort: injured seer (level 2 of Old Forest) As a reward you improved talent Premonition (+1 level(s)). | done | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor.Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul.Escort: lone alchemist (level 1 of Ruins of Kor'Pul) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor.Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul.Escort: lone alchemist (level 2 of Ruins of Kor'Pul) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost defiler to the recall portal on level 1 of Daikara.Escort: lost defiler (level 1 of Daikara) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest.Escort: lost sun paladin (level 4 of Old Forest) As a reward you improved talent Chant of Fortress (+1 level(s)). | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell.Escort: lost sun paladin (level 5 of Dreadfell) As a reward you improved Magic by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell.Escort: repented thief (level 6 of Dreadfell) As a reward you improved talent Misdirection (+1 level(s)). | done | 
| You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak.Falling Toward Apotheosis Seek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 | 
| Orcs were spotted with the staff you seek in an arid waste in the southern desert.Important news You should go investigate what is happening there. | 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 Horned Horror. * 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 elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.Let's hunt some Orc Find out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done | 
| You found an ancient tome about gems.Lost Knowledge You should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done | 
| After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope.Melinda, lucky girl Melinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 4304. | active | 
| The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars.Spellblaze Fallouts It has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done | 
| You arrived through the farportal in a cave, probably in the Far East.Strange new world Upon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done | 
| You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit.The Brotherhood of Alchemists Stire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done | 
| You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.The Doom of the World! This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done | 
| You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow...The Impossible Castle * You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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! | done | 
| You have found an orb of command that seems to be used to open the shield protecting the High Peak.The Orbs of Command There seems to be a total of four of them. The more you have the weaker the shield will be. | done | 
| You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.The Sect of Kryl-Feijan They were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done | 
| Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad.The Temple of Creation * You have sided with Ukllmswwik and killed Slasul. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 2 lumberjacks have died. | done | 
| Investigate the bastions of the Pride.The many Prides of the Orcs * You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done | 
| There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.The wild wild east | done | 
| Zemekkys in the Gates of Morning can build a portal back to your homeland for you.There and back again * You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 drakeskin leather boots 'Glowwake' (0 def, 5 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +8 Dex / +6 Mag / +5 Wil / +4 Cun / +14 Lck Changes resistances: +9% light / +9% mind Stealth bonus: +14 Physical save: +11 (+3 eff.) Spell save: +18 (+5 eff.) Mental save: +7 (+1 eff.) Cut immunity: +20% Lowers spell cool-downs by: 10% Healing mod.: +15% A pair of boots made of leather. | 
| Light source |  alchemist's lamp 'Blastfear' Powered by arcane forces Infused by nature Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% mind / +6% lightning Changes resistances penetration: +5% lightning Changes damage: +21% mind Physical save: +9 (+2 eff.) Blindness immunity: +38% Confusion immunity: +22% Spellpower: +13 (+2 eff.) Light radius: +11 See stealth: +17 See invisible: +17 Healing mod.: +19% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 6.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  Crown of the Elements (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+2 eff.) Mindpower: +15 (+4 eff.) This jeweled crown shimmers with colors. | 
| Tool |  Emelima [power 308]  (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +6% lightning / +21% cold / +6% darkness Poison immunity: +20% Silence immunity: +20% Knockback immunity: +10% Only die when reaching: -80.00 life Healing mod.: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to create a shield absorbing up to 602 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| On fingers |  Deepsbreaker the voratun ring Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 31% Changes stats: +9 Str / +10 Mag / +8 Wil / +8 Con Changes resistances: +6% darkness Changes resistances penetration: +25% darkness / +10% arcane Blindness immunity: +45% Stun/Freeze immunity: +30% Spellpower: +15 (+2 eff.) Spell crit. chance: +1% Infravision radius: +6 See stealth: +15 See invisible: +16 Rings make your fingers look great! | 
| On fingers |  Getizilabers the voratun ring Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 54% Changes resistances: +3% lightning / +6% darkness Poison immunity: +10% Stun/Freeze immunity: +40% Life regen: +30.00 Maximum life: +157.00 Healing mod.: +34% Rings make your fingers look great! | 
| Around waist |  Cuthyyon the drakeskin leather belt Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes stats: +11 Mag / +19 Wil / +8 Cun Damage against: +43% Summoned Reduced damage from: +36% Summoned Critical mult.: +13.00% Psi when hit: +0.12 Maximum hate: +10.00 Maximum psi: +40.00 Spell crit. chance: +5% Infravision radius: +1 A belt that goes around your waist. | 
| In main hand |  Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+7 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." | 
| On hands |  Storm Bringer's Gauntlets (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. | 
| Main armor |  Hellsroar (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +15 Wil / +12 Mag Changes resistances: +15% all Changes resistances penetration: +15% fire Changes damage: +9% fire / +6% mind / +10% all Silence immunity: +46% Mana each turn: +0.35 Psi each turn: +0.35 Spellpower on spell critical (stacks up to 3 times): +6 Maximum psi: +20.00 Spellpower: +36 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak |  Coaltitan the elven-silk cloak (17 def, 9 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +17 (+5 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 31% Changes stats: +3 Wil / +3 Mag Changes resistances: +9% darkness Changes resistances penetration: +10% light / +10% arcane / +10% darkness Changes damage: +6% darkness / +11% arcane / +3% light Critical mult.: +17.00% Physical save: +24 (+6 eff.) Spell save: +22 (+6 eff.) Mental save: +19 (+4 eff.) Maximum mana: +97.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Limmir's Amulet of the Moon 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +8 Dex / +5 Mag / +8 Cun / +5 Con Changes damage: +30% lightning / +10% fire / +10% cold / +10% all Damage affinity(heal): +20% lightning Talent mastery: +0.20 Golem / Arcane Spell crit. chance: +5% Mental crit. chance: +5% Movement speed: +15% Chance to avoid any damage: +8% Talent on hit(spell): Eye Beam (10% chance level 2). Amulets make your neck look great! | 
Inventory
|  movement infusion of the wizard (speed 1078%; cd 9) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1078% 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. It can be used to 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 titan (res 30%; magical, mental; dur 3; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 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 magical and mental effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to 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 titan (res 32%; physical; dur 4; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to 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 wizard (res 58%; mental; dur 3; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 58% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Blood of Life Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to 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..." | 
|  Blood of Undeath Powered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. | 
|  Mirror Image Rune (dur 6; cd 24) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Rune of Dissipation ( ) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  manasurge rune of the wizard (regen 1913% over 10 turns; mana 96; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1913% for 10 turns (163 total) and instantly restoring 96 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  stormshield rune of the duelist (threshold 59; blocks 5; dur 4; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 59 up to 5 times. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Sealed Scroll of Last Hope 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! | 
|  Pusravager the voratun amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Str Changes resistances: +15% temporal / +6% fire Changes resistances penetration: +25% nature Physical save: +18 (+4 eff.) Disease immunity: +20% Silence immunity: +20% Maximum life: +60.00 Amulets make your neck look great! | 
|  Sunbait the gold amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Defense: +5 (+2 eff.) Changes stats: +4 Mag Changes resistances: +3% lightning Changes damage: +7% acid / +12% light / +6% fire / +6% lightning / +5% cold Poison immunity: +20% Disarm immunity: +20% Only die when reaching: -60.00 life Spellpower: +4 (+0 eff.) Spell crit. chance: +5% Amulets make your neck look great! | 
|  Vox Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. | 
|  Zemekkys' Broken Hourglass Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 2.5 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. | 
|  clarifying steel amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +17% mind Confusion immunity: +22% Amulets make your neck look great! | 
|  restful steel amulet of constitution (+3) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Con Life regen: +1.00 Amulets make your neck look great! | 
|  savior's gold amulet of manastreaming Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Mag Physical save: +13 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +10 (+2 eff.) Mana each turn: +0.19 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +31.00 Amulets make your neck look great! | 
|  voratun amulet 'Sootreeve' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +18 Effects on melee hit: * 20% chance to reduce damage dealt by 31% Changes stats: +4 Dex / +7 Mag / +1 Wil / +4 Cun Changes damage: +5% acid / +8% blight / +18% fire / +6% lightning / +6% cold Critical mult.: +34.00% Spellpower: +16 (+2 eff.) Spell crit. chance: +5% Amulets make your neck look great! | 
|  Orb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. | 
|  Arcvice the gold ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 6 arcane Changes resistances: +31% blight / +9% nature / +6% lightning Changes resistances penetration: +15% arcane / +25% lightning Changes damage: +24% blight Poison immunity: +22% Disease immunity: +22% Rings make your fingers look great! | 
|  Charspike the steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +4 Cun Changes resistances: +9% light / +15% fire Changes damage: +12% temporal / +27% fire Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! | 
|  Flamehash Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Dex / +6 Mag / +3 Cun / +5 Con Changes resistances: +6% fire Reduces incoming crit damage: 15.00% Spellpower: +6 (+1 eff.) Light radius: +2 Rings make your fingers look great! | 
|  Radhuleg the voratun ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Changes resistances: +47% nature Changes damage: +19% nature Critical mult.: +20.00% Physical save: +24 (+6 eff.) Spell save: +12 (+3 eff.) Poison immunity: +27% Cut immunity: +27% Mana each turn: +0.32 Mana when firing critical spell: +2.66 Spell crit. chance: +7% Healing mod.: +27% Rings make your fingers look great! | 
|  Torchwish Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Damage when hit (Melee): 4 acid Changes stats: +4 Dex Changes resistances: +6% acid Changes resistances penetration: +25% fire Changes damage: +27% fire Rings make your fingers look great! | 
|  Tostir the voratun ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +10 Mag Changes resistances: +9% temporal Critical mult.: +22.89% Reduces incoming crit damage: 15.00% Spell save: +41 (+10 eff.) Poison immunity: +23% Knockback immunity: +23% Mana each turn: +0.28 Maximum mana: +114.46 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! | 
|  Voratta the Floehash Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% lightning / +12% cold Changes resistances penetration: +5% arcane Changes damage: +11% lightning / +3% arcane Mental save: +6 (+1 eff.) Disarm immunity: +24% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +22.00 Rings make your fingers look great! | 
|  Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +5 Cun / +2 Wil Changes resistances: +3% acid / +6% fire Changes resistances penetration: +10% mind Critical mult.: +15.00% Stun/Freeze immunity: +38% Life regen: +15.00 Maximum life: +71.00 Mental crit. chance: +2% Healing mod.: +16% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? | 
|  Writhing Ring of the Hunter Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. | 
|  copper ring 'Deepsfurnace' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +9% blight / +6% fire / +5% arcane / +6% cold Changes resistances penetration: +10% darkness Changes damage: +9% darkness Spell save: +3 (+1 eff.) Mental save: +6 (+1 eff.) Rings make your fingers look great! | 
|  voratun ring 'Salulaith' Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 19% chance to reduce all saves and defense by 38 Damage (Melee): 35 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 38 Damage (Ranged): 24 physical Damage when hit (Melee): 4 temporal Changes stats: +10 Cun Changes resistances: +30% acid / +30% fire / +30% lightning / +30% cold Changes damage: +6% temporal Physical save: +12 (+3 eff.) Spell save: +18 (+5 eff.) Mental save: +24 (+6 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +15.00 Mindpower: +15 (+4 eff.) Mental crit. chance: +6% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! | 
|  Glitternull (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +23 (+6 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 38 * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 29 fire Changes resistances: +3% light Changes resistances penetration: +15% mind / +30% temporal Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +57.00% Spellpower: +28 (+4 eff.) Spell crit. chance: +16% See invisible: +13 Damage Shield penetration: +29% Damage Shield Power: +18% Reduces paradox anomalies(equivalent to willpower): +5 Staves designed for wielders of magic, by the greats of the art. | 
|  Islovea (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 35 fire Changes stats: +9 Wil Changes resistances penetration: +19% blight / +5% temporal / +10% arcane Changes damage: +30% lightning / +6% temporal / +30% fire / +30% arcane / +30% cold Talent granted: +1 Command Staff Critical mult.: +38.00% Mana each turn: +0.08 Spellpower: +65 (+10 eff.) Spell crit. chance: +5% See invisible: +16 Staves designed for wielders of magic, by the greats of the art. | 
|  Telos's Staff (Bottom Half) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. | 
|  Telos's Staff (Top Half) (35-42 power, 0 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% lightning Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+5 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. | 
|  Xanuthra (30-36 power, 6 apr, physical element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+6 eff.) Physical crit. chance: +8.0% Physical power: +13 (+4 eff.) Defense: +12 (+3 eff.) Changes stats: +1 Str / +1 Dex / +7 Con Changes resistances: +6% acid / +6% nature / +12% blight Changes damage: +30% physical Talent granted: +1 Command Staff Physical save: +9 (+2 eff.) Life regen: +1.40 Spellpower: +35 (+5 eff.) Spell crit. chance: +8% Light radius: +4 Healing mod.: +26% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 3.2 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 317.97 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  Turalach the dwarven-steel waraxe (30-43 power, 5 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +8.5% Attack speed: 100% Damage (radius 1) on hit: +8 physical When wielded/worn: Changes stats: +10 Str / +6 Dex / +9 Mag / +16 Wil / +6 Cun / +14 Con Changes resistances: +3% lightning / +3% temporal Maximum life: +51.00 One-handed war axes. | 
|  hardened leather belt 'Shivervein' Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Changes stats: +6 Mag Changes resistances penetration: +15% cold Changes damage: +6% blight / +21% cold Physical save: +15 (+4 eff.) Poison immunity: +20% Cut immunity: +20% Mana each turn: +0.40 Maximum mana: +37.00 A belt that goes around your waist. | 
|  noble's rough leather belt of unlife Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +5% blight Damage against: +15% Summoned Reduced damage from: +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
|  elven-silk cloak 'Firebane' (3 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +30 (+12 eff.) Defense: +3 (+1 eff.) Fatigue: -9% Changes stats: +5 Wil / +5 Mag Changes resistances: +9% acid / +21% fire / +9% lightning / +8% cold Changes resistances penetration: +20% arcane / +10% fire Changes damage: +12% fire Spell save: +13 (+3 eff.) Maximum life: +110.00 Maximum mana: +68.00 Maximum stamina: +29.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Duathelhunt the elven-silk robe (15 def, 16 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +16 Defense: +15 (+4 eff.) Damage when hit (Melee): 8 cold / 4 arcane / 2 darkness Changes stats: +19 Mag Changes resistances: +30% darkness / +30% light / +15% all Changes resistances penetration: +10% darkness / +33% arcane Changes damage: +24% darkness / +53% light / +19% all Maximum life: +140.00 Spellpower: +20 (+3 eff.) Light radius: +8 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Flameviper (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to reduce strength, dexterity, and constitution by 43 Changes stats: +6 Mag / +6 Wil Changes resistances: +42% temporal / +45% darkness / +15% all Changes resistances penetration: +30% blight / +15% fire Changes damage: +68% temporal / +30% darkness / +30% arcane Maximum mana: +109.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Lelogrim the Ravenwolf (10 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Damage when hit (Melee): 4 mind Changes stats: +8 Str / +14 Mag / +16 Wil / +9 Con Changes resistances: +15% lightning / +15% cold / +18% light / +15% all Changes resistances penetration: +10% darkness Changes damage: +30% lightning / +25% physical / +30% cold / +21% nature / +6% mind Poison immunity: +50% Disease immunity: +47% Teleport immunity: +26% Mana each turn: +0.35 Psi each turn: +0.38 Only die when reaching: -20.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Robe of the Archmage (10 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+5 eff.) Mental save: +15 (+3 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+2 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. | 
|  Tikor the elven-silk robe (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +4 Wil Changes resistances: +55% lightning / +11% darkness / +10% light / +9% blight / +6% fire / +10% cold / +15% all Changes damage: +30% lightning / +12% mind / +17% all Physical save: +17 (+4 eff.) Spell save: +29 (+7 eff.) Mental save: +29 (+7 eff.) Spellpower: +18 (+3 eff.) Mindpower: +25 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Urydor the Darkbutcher (5 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 31% Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +60% lightning / +14% cold / +9% darkness / +15% all Changes resistances penetration: +30% cold / +25% fire Changes damage: +60% lightning / +25% physical / +9% darkness / +3% fire / +29% cold Physical save: +30 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  elven-silk robe 'Dazzlenaught' (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 2 cold / 10 arcane / 2 nature Changes stats: +9 Cun Changes resistances: +12% lightning / +12% light / +12% darkness / +12% cold / +12% blight / +11% fire / +6% nature / +15% all Changes resistances penetration: +10% cold Changes damage: +6% light / +9% cold Critical mult.: +20.00% Physical save: +20 (+5 eff.) Spell save: +68 (+16 eff.) Mental save: +20 (+5 eff.) Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  elven-silk robe 'Xelaith' (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +45% lightning / +21% fire / +45% nature / +15% all Changes damage: +30% lightning / +30% nature Mana each turn: +0.32 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +93.00 Spellpower: +16 (+2 eff.) Spell crit. chance: +13% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Aerodhewen (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +13 (+4 eff.) Armour: +5 Fatigue: -6% Changes stats: +9 Str / +3 Mag / +4 Con Changes resistances: +10% fire / +15% cold Changes resistances penetration: +10% arcane Maximum encumbrance: +39 Physical save: +12 (+3 eff.) Spellpower: +12 (+2 eff.) Mindpower: +16 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Betabeth (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +30 (+10 eff.) Armour: +3 Damage when hit (Melee): 4 temporal Changes stats: +4 Str / +4 Wil / +10 Con Changes resistances penetration: +7% physical Changes damage: +3% temporal Only die when reaching: -80.00 life Mindpower: +6 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. | 
|  Chamurim the pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +8 Mag / +5 Wil / +4 Cun Changes damage: +6% acid / +9% temporal / +6% arcane / +8% blight Physical save: +9 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +8 (+2 eff.) Disease immunity: +32% Silence immunity: +23% Confusion immunity: +36% Stun/Freeze immunity: +35% Mana each turn: +0.08 Vim when firing critical spell: +2.00 Maximum vim: +20.00 Spellpower: +7 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Eilinothra the pair of dwarven-steel boots (10 def, 6 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +15 (+7 eff.) Physical power: +10 (+3 eff.) Armour: +6 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +3 Str / +4 Dex / +3 Con Only die when reaching: -40.00 life It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.5 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Nightbright the pair of drakeskin leather boots (0 def, 5 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -8% Effects on melee hit: * 20% chance to reduce damage dealt by 31% Changes stats: +7 Dex / +6 Wil / +5 Cun / +15 Lck Changes resistances: +9% darkness Stealth bonus: +12 Physical save: +13 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +13 (+3 eff.) Stamina each turn: +0.90 Maximum life: +56.00 Infravision radius: +1 See invisible: +15 Movement speed: +10% A pair of boots made of leather. | 
|  Radhitir the pair of voratun boots (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +18 (+6 eff.) Armour: +5 Fatigue: +4% Changes stats: +7 Wil / +9 Cun / +6 Con Changes resistances: +30% darkness / +15% temporal Changes resistances penetration: +19% darkness / +20% temporal Changes damage: +6% mind Physical save: +25 (+6 eff.) Mental save: +25 (+6 eff.) Spellpower: +18 (+3 eff.) Mindpower: +23 (+6 eff.) Mental crit. chance: +4% Defense after a teleport: +27 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Shadewyrd (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 4 arcane / 8 darkness Changes stats: +5 Dex / +3 Mag / +2 Wil / +4 Cun Changes resistances: +7% arcane / +6% darkness Reduces incoming crit damage: 19.84% Spellpower: +13 (+2 eff.) Light radius: +2 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 193% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Skyoozer the pair of drakeskin leather boots (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -9% Changes stats: +1 Dex / +3 Con Changes resistances: +9% lightning / +27% temporal / +27% darkness / +13% fire / +13% cold Changes resistances penetration: +18% darkness / +17% temporal Changes damage: +3% acid Critical mult.: +15.00% Maximum encumbrance: +44 Physical save: +13 (+3 eff.) Only die when reaching: -40.00 life Defense after a teleport: +26 Resist all after a teleport: +16% New effects duration reduction after a teleport: +26% A pair of boots made of leather. | 
|  pair of voratun boots 'Skykiller' (38 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +38 (+10 eff.) Fatigue: +4% Damage when hit (Melee): 13 lightning Changes stats: +4 Cun / +34 Dex Changes resistances: +3% acid / +6% temporal / +6% arcane / +9% lightning Spell save: +23 (+6 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.5 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 157% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Bethota the drakeskin leather gloves (0 def, 3 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+4 eff.) Armour: +3 Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 43 * 20% chance to reduce all saves and defense by 38 Damage when hit (Melee): 4 mind Changes stats: +4 Con Changes resistances: +9% blight Changes damage: +6% blight Physical save: +30 (+7 eff.) Spell save: +7 (+2 eff.) Mental save: +17 (+4 eff.) Disarm immunity: +92% Mana each turn: +0.31 Spellpower: +14 (+2 eff.) Spell crit. chance: +8% When used to modify unarmed attacks: Base power: 28.5 - 31.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +17 arcane / +21 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 19% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Layukira the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage when hit (Melee): 2 arcane Changes stats: +4 Str Changes resistances: +9% blight Changes damage: +15% arcane Physical save: +3 (+1 eff.) Life regen: +6.00 Stamina each turn: +1.00 Maximum stamina: +18.00 When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Smolderward the voratun gauntlets (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 19 arcane Damage when hit (Melee): 6 arcane / 8 fire Changes stats: +3 Wil / +14 Mag Changes resistances: +14% arcane Changes resistances penetration: +10% acid / +5% fire / +10% arcane Changes damage: +18% arcane / +3% fire Mana each turn: +0.25 Spellpower: +24 (+4 eff.) Spell crit. chance: +8% When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +47 arcane Damage (radius 2) on crit: +10 arcane Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Sunwinter (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +5 Mag Changes resistances: +1% physical / +9% cold / +9% fire Changes resistances penetration: +25% fire Changes damage: +8% arcane Reduces incoming crit damage: 10.00% Silence immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -80.00 life When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% Damage (Melee): +13 arcane Damage (radius 2) on crit: +11 arcane Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Armugagen (10 def, 8 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +10 (+3 eff.) Fatigue: +4% Changes resistances: +10% fire / +9% mind / +26% cold Physical save: +6 (+1 eff.) Cut immunity: +20% Silence immunity: +20% Healing mod.: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Dimravage the drakeskin leather cap (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +12 Str / +4 Dex / +8 Mag / +7 Wil / +4 Cun Changes resistances: +3% darkness / +3% temporal Changes damage: +17% blight / +9% temporal / +19% arcane Psi when hit: +0.16 Hate when firing a critical mind attack: +4.00 Spell crit. chance: +4% Mindpower: +25 (+6 eff.) Mental crit. chance: +2% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 138.1 Physical damage. If the attack hits, the target is confused (38% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. | 
|  Glimmerroar the drakeskin leather cap (8 def, 14 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 11 light / 8 fire Changes resistances: +7% all Changes resistances penetration: +29% cold / +29% light / +20% temporal Changes damage: +12% cold / +15% fire / +24% temporal Physical save: +14 (+3 eff.) Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% A cap made of leather. | 
|  Mardygorn the hardened leather cap (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +6% acid / +12% darkness / +9% blight / +8% cold / +3% nature / +5% arcane Allows you to breathe in: water A cap made of leather. | 
|  drakeskin leather cap 'Glintgasher' (0 def, 5 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +15 (+5 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 6 light Changes stats: +10 Str / +8 Dex / +10 Wil / +13 Cun / +9 Con Changes damage: +9% light / +9% cold Mental save: +14 (+3 eff.) Mindpower: +5 (+1 eff.) Light radius: +1 A cap made of leather. | 
|  eldritch cashmere wizard hat of the Brotherhood (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Mag / +3 Con Changes damage: +10% arcane Mana each turn: +1.90 Mana when hit: +1.20 Maximum mana: +64.00 Spellpower: +6 (+1 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 3.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 27 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... | 
|  elven-silk wizard hat 'Elebeth' (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +24% blight / +20% temporal Changes damage: +44% temporal Reduces incoming crit damage: 18.61% Poison immunity: +25% Only die when reaching: -99.28 life Healing mod.: +25% A pointy cloth hat, very wizardly... | 
|  elven-silk wizard hat 'Galequeller' (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Str / +7 Wil / +7 Cun / +1 Con Changes resistances: +57% lightning / +6% nature Changes resistances penetration: +15% lightning Changes damage: +47% lightning Reduces incoming crit damage: 15.00% Mindpower: +6 (+2 eff.) Light radius: +2 A pointy cloth hat, very wizardly... | 
|  Sunbore (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +24 (+8 eff.) Armour: +16 Fatigue: +22% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 16 acid / 16 fire / 2 arcane Changes stats: +10 Str / +10 Mag / +10 Wil Changes resistances: +17% lightning / +26% fire / +10% arcane / +30% acid Changes resistances penetration: +20% fire Changes damage: +6% arcane Spell save: +24 (+6 eff.) Mana when firing critical spell: +2.00 Maximum mana: +120.00 Spellpower: +22 (+3 eff.) Spell crit. chance: +12% Mindpower: +23 (+6 eff.) Mental crit. chance: +10% A suit of armour made of metal plates. | 
|  Essence of Bearness Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! | 
|  482 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  12 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Cutharegodil the dwarven-steel pickaxe (dig speed 16 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +1 Wil Changes resistances: +12% lightning / +3% acid / +6% darkness / +6% blight Maximum life: +29.00 Maximum stamina: +20.00 Infravision radius: +2 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Pyrewrest (dig speed 22 turns) Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: -10% Changes stats: +8 Str / +5 Mag Changes resistances: +9% acid / +9% physical / +3% cold / +9% fire Changes resistances penetration: +15% acid / +15% fire Maximum mana: +43.00 Spell crit. chance: +7% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Forbidden Tome: "Home, Horrific Home" Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. | 
|  4 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  12 jade 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  7 turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Heart of Poosh Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? | 
|  Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(181 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
|  Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 19 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. | 
|  Crystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. | 
|  Crystal Heart Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. | 
|  Dragon Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. | 
|  Elemental Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. | 
|  Orb of Destruction (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. | 
|  Orb of Undeath (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  Atamathon's Lost Ruby Eye 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. | 
|  Petrified Wood Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. | 
|  Runed Skull Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. | 
|  25 bloodstone 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  22 fire opal 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  2 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  9 ruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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 Annulment (1/1) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. | 
|  Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. | 
|  Rod of Spydric Poison (1/1) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 1243.56 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. | 
|  Mybar the voratun torque of gale force [power 475]  (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +20 (+9 eff.) Physical crit. chance: +10.0% Defense: +40 (+10 eff.) Changes stats: +7 Con Changes resistances: +15% darkness / +7% physical Changes resistances penetration: +34% physical It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 613 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  Vorelenne the Tempestravager [power 100]  (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes resistances: +6% lightning / +12% cold Changes damage: +3% fire It can be used to blast the opponent's mind dealing 156 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. | 
|  cleansing stralite torque of mindblast [power 320]  (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to blast the opponent's mind dealing 499 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. | 
|  steel torque of gale force 'Eilinenn' [power 150]  (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 54% Changes stats: +2 Mag / +4 Wil / +4 Con Changes resistances: +6% acid Light radius: +2 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 194 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. | 
|  Kindlepeal the ash totem of healing [power 176]  (15 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +3% blight / +6% fire Changes resistances penetration: +20% blight / +5% fire It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. | 
|  Splendourbile [power 236]  (15 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances: +6% light Changes resistances penetration: +5% blight Changes damage: +6% light It can be used to heal yourself and all friendly characters within 10 spaces for 236 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 14% for 2 turns. * Gain a 22% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  2 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  Adamitha [power 530]  (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +25 (+10 eff.) Changes stats: +5 Str / +7 Wil Spellpower on spell critical (stacks up to 3 times): +10 Only die when reaching: -81.58 life Maximum stamina: +30.59 Spellpower: +25 (+4 eff.) It can be used to create a shield absorbing up to 1036 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Burning Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. | 
|  Glowing Core Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. | 
|  Pearl of Life and Death Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. | 
|  17 diamond 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  27 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  22 pearl 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  4 amber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
 A dangerous secret (Insane (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Insane (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.By Shirt the Shalore Archmage level 34
42nd Regrowth 123rd year of Ascendancy at 23:22 see stats
 A different point of view (Insane (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Insane (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Shirt the Shalore Archmage level 50
10th Regrowth 124th year of Ascendancy at 10:14 see stats
 Against all odds (Insane (Adventure) difficulty)
			Killed Ukruk in the ambush.
			Against all odds (Insane (Adventure) difficulty)
			Killed Ukruk in the ambush.By Shirt the Shalore Archmage level 34
41st Regrowth 123rd year of Ascendancy at 06:44 see stats
 Arachnophobia (Insane (Adventure) difficulty)
			Destroyed the spydric menace.
			Arachnophobia (Insane (Adventure) difficulty)
			Destroyed the spydric menace.By Shirt the Shalore Archmage level 44
2nd Summertide 123rd year of Ascendancy at 06:38 see stats
 Back and there again (Insane (Adventure) difficulty)
			Opened a portal to the Far East from Maj'Eyal.
			Back and there again (Insane (Adventure) difficulty)
			Opened a portal to the Far East from Maj'Eyal.By Shirt the Shalore Archmage level 50
37th Haze 123rd year of Ascendancy at 00:08 see stats
 Bookception! (Insane (Adventure) difficulty)
			Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".
			Bookception! (Insane (Adventure) difficulty)
			Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Shirt the Shalore Archmage level 50
72nd Regrowth 124th year of Ascendancy at 05:11 see stats
 Brave new world (Insane (Adventure) difficulty)
			Went to the Far East and took part in the war.
			Brave new world (Insane (Adventure) difficulty)
			Went to the Far East and took part in the war.By Shirt the Shalore Archmage level 42
79th Pyre 123rd year of Ascendancy at 11:33 see stats
 Bringer of Doom (Insane (Adventure) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Insane (Adventure) difficulty)
			Killed a Bringer of Doom.By Shirt the Shalore Archmage level 50
8th Dusk 124th year of Ascendancy at 03:28 see stats
 Can you bear it? So much bearness! (Insane (Adventure) difficulty)
			Killed Borius in the Bearscape.
			Can you bear it? So much bearness! (Insane (Adventure) difficulty)
			Killed Borius in the Bearscape.By Shirt the Shalore Archmage level 38
80th Regrowth 123rd year of Ascendancy at 23:28 see stats
 Clone War (Insane (Adventure) difficulty)
			Destroyed your own Shade.
			Clone War (Insane (Adventure) difficulty)
			Destroyed your own Shade.By Shirt the Shalore Archmage level 50
28th Dusk 124th year of Ascendancy at 00:51 see stats
 Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Shirt the Shalore Archmage level 17
10th Dusk 122nd year of Ascendancy at 22:35 see stats
 Destroyer of the creation (Insane (Adventure) difficulty)
			Killed Slasul.
			Destroyer of the creation (Insane (Adventure) difficulty)
			Killed Slasul.By Shirt the Shalore Archmage level 50
51st Haze 123rd year of Ascendancy at 17:28 see stats
 Destroyer's bane (Insane (Adventure) difficulty)
			Killed Golbug the Destroyer.
			Destroyer's bane (Insane (Adventure) difficulty)
			Killed Golbug the Destroyer.By Shirt the Shalore Archmage level 41
75th Pyre 123rd year of Ascendancy at 12:52 see stats
 Dethroned (Insane (Adventure) difficulty)
			Vanquished the Glass Golem without letting it use the glass throne to heal.
			Dethroned (Insane (Adventure) difficulty)
			Vanquished the Glass Golem without letting it use the glass throne to heal.By Shirt the Shalore Archmage level 50
71st Regrowth 124th year of Ascendancy at 03:50 see stats
 Don't Poosh it! (Insane (Adventure) difficulty)
			Killed Kelad in the lost land of Poosh.
			Don't Poosh it! (Insane (Adventure) difficulty)
			Killed Kelad in the lost land of Poosh.By Shirt the Shalore Archmage level 22
22nd Haze 122nd year of Ascendancy at 11:31 see stats
 Dragon's Greed (Insane (Adventure) difficulty)
			Amassed 8000 gold pieces.
			Dragon's Greed (Insane (Adventure) difficulty)
			Amassed 8000 gold pieces.By Shirt the Shalore Archmage level 35
51st Regrowth 123rd year of Ascendancy at 19:44 see stats
 Evil denied (Insane (Adventure) difficulty)
			Won ToME by preventing the Void portal from opening.
			Evil denied (Insane (Adventure) difficulty)
			Won ToME by preventing the Void portal from opening.By Shirt the Shalore Archmage level 50
12nd Dusk 124th year of Ascendancy at 12:12 see stats
 Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.By Shirt the Shalore Archmage level 23
3rd Allure 123rd year of Ascendancy at 08:51 see stats
 Eye of the storm (Insane (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Insane (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Shirt the Shalore Archmage level 50
35th Haze 123rd year of Ascendancy at 23:32 see stats
 Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!
			Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!By Shirt the Shalore Archmage level 30
34th Regrowth 123rd year of Ascendancy at 06:46 see stats
 Fear of Fours (Insane (Adventure) difficulty)
			Killed all four bosses of the Slime Tunnels.
			Fear of Fours (Insane (Adventure) difficulty)
			Killed all four bosses of the Slime Tunnels.By Shirt the Shalore Archmage level 50
13rd Pyre 124th year of Ascendancy at 18:48 see stats
 Gem of the Moon (Insane (Adventure) difficulty)
			Completed the Master Jeweler quest with Limmir.
			Gem of the Moon (Insane (Adventure) difficulty)
			Completed the Master Jeweler quest with Limmir.By Shirt the Shalore Archmage level 50
47th Haze 123rd year of Ascendancy at 21:32 see stats
 Guiding Hand (Insane (Adventure) difficulty)
			Saved all escorted adventurers.
			Guiding Hand (Insane (Adventure) difficulty)
			Saved all escorted adventurers.By Shirt the Shalore Archmage level 40
73rd Pyre 123rd year of Ascendancy at 10:34 see stats
 Home sweet home (Insane (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Insane (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Shirt the Shalore Archmage level 39
7th Pyre 123rd year of Ascendancy at 21:47 see stats
 Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Shirt the Shalore Archmage level 10
2nd Mirth 122nd year of Ascendancy at 12:10 see stats
 Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Shirt the Shalore Archmage level 20
50th Dusk 122nd year of Ascendancy at 15:32 see stats
 Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.
			Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.By Shirt the Shalore Archmage level 30
34th Regrowth 123rd year of Ascendancy at 00:16 see stats
 Level 40 (Insane (Adventure) difficulty)
			Got a character to level 40.
			Level 40 (Insane (Adventure) difficulty)
			Got a character to level 40.By Shirt the Shalore Archmage level 40
58th Pyre 123rd year of Ascendancy at 08:12 see stats
 Level 50 (Insane (Adventure) difficulty)
			Got a character to level 50.
			Level 50 (Insane (Adventure) difficulty)
			Got a character to level 50.By Shirt the Shalore Archmage level 50
32nd Haze 123rd year of Ascendancy at 17:23 see stats
 Lucky Girl (Insane (Adventure) difficulty)
			Saved Melinda again and invited her to the Fortress to cure her.
			Lucky Girl (Insane (Adventure) difficulty)
			Saved Melinda again and invited her to the Fortress to cure her.By Shirt the Shalore Archmage level 48
17th Haze 123rd year of Ascendancy at 10:08 see stats
 Orbituary (Insane (Adventure) difficulty)
			Stabilized the Abashed Expanse to maintain it in orbit.
			Orbituary (Insane (Adventure) difficulty)
			Stabilized the Abashed Expanse to maintain it in orbit.By Shirt the Shalore Archmage level 3
74th Pyre 122nd year of Ascendancy at 21:54 see stats
 Orcrist (Insane (Adventure) difficulty)
			Killed the leaders of the Orc Pride.
			Orcrist (Insane (Adventure) difficulty)
			Killed the leaders of the Orc Pride.By Shirt the Shalore Archmage level 50
2nd Pyre 124th year of Ascendancy at 15:36 see stats
 Poisonous (Insane (Adventure) difficulty)
			Sided with the assassin lord.
			Poisonous (Insane (Adventure) difficulty)
			Sided with the assassin lord.By Shirt the Shalore Archmage level 22
20th Haze 122nd year of Ascendancy at 17:57 see stats
 Portal destroyer (Insane (Adventure) difficulty)
			Fought the two Sorcerers and closed one invocation portal.
			Portal destroyer (Insane (Adventure) difficulty)
			Fought the two Sorcerers and closed one invocation portal.By Shirt the Shalore Archmage level 50
12nd Dusk 124th year of Ascendancy at 12:11 see stats
 Race through fire (Insane (Adventure) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.
			Race through fire (Insane (Adventure) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Shirt the Shalore Archmage level 50
2nd Wintertide 124th year of Ascendancy at 03:11 see stats
 Savior of the damsels in distress (Insane (Adventure) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
			Savior of the damsels in distress (Insane (Adventure) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Shirt the Shalore Archmage level 37
57th Regrowth 123rd year of Ascendancy at 02:50 see stats
 Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.By Shirt the Shalore Archmage level 36
54th Regrowth 123rd year of Ascendancy at 08:37 see stats
 Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.
			Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.By Shirt the Shalore Archmage level 26
23rd Regrowth 123rd year of Ascendancy at 08:06 see stats
 Sliders (Insane (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.
			Sliders (Insane (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.By Shirt the Shalore Archmage level 41
75th Pyre 123rd year of Ascendancy at 14:37 see stats
 The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Shirt the Shalore Archmage level 10
2nd Mirth 122nd year of Ascendancy at 12:17 see stats
 The Legend of Garkul (Insane (Adventure) difficulty)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Insane (Adventure) difficulty)
			Learned the five chapters of the Legend of Garkul.By Shirt the Shalore Archmage level 50
64th Haze 123rd year of Ascendancy at 02:07 see stats
 The bigger the better! (Insane (Adventure) difficulty)
			Did over 3000 damage in one attack.
			The bigger the better! (Insane (Adventure) difficulty)
			Did over 3000 damage in one attack.By Shirt the Shalore Archmage level 48
23rd Haze 123rd year of Ascendancy at 10:52 see stats
 There and back again (Insane (Adventure) difficulty)
			Opened a portal to Maj'Eyal from the Far East.
			There and back again (Insane (Adventure) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Shirt the Shalore Archmage level 45
5th Dusk 123rd year of Ascendancy at 17:26 see stats
 Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.By Shirt the Shalore Archmage level 24
5th Allure 123rd year of Ascendancy at 04:54 see stats
 Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Shirt the Shalore Archmage level 15
2nd Dusk 122nd year of Ascendancy at 22:41 see stats
 Vampire crusher (Insane (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Insane (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Shirt the Shalore Archmage level 33
40th Regrowth 123rd year of Ascendancy at 11:18 see stats
 You were not supposed to see that! (Insane (Adventure) difficulty)
			Read a Forbidden Tome.
			You were not supposed to see that! (Insane (Adventure) difficulty)
			Read a Forbidden Tome.By Shirt the Shalore Archmage level 50
70th Regrowth 124th year of Ascendancy at 07:27 see stats
Log
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Shirt is firmly planted in reality.
There is a teleportation circle to the surface here (press '' or right click to use).
There is an item here: Hettenaridil
Ran for 3 turns (stop reason: object seen).
Shirt drops on the floor: Blizzardvein the voratun ring.
Shirt drops on the floor: Tulehek the voratun ring.
Shirt casts Lightning.
Shirt's spell attains critical power!
Shirt is surging arcane power.
Shirt hits Training Dummy for 1884 lightning damage.
Shirt casts Flame.
Shirt's spell attains critical power!
Training Dummy is on fire!
Shirt hits Training Dummy for 1774 fire damage.
Shirt's cleansing fire area effect hits Training Dummy for 273 fire damage.
Burning from Shirt hits Training Dummy for 591 fire damage.
Talent Lightning is ready to use.
Talent Flame is ready to use.
Shirt is no longer surging arcane power.
There is a teleportation circle to the surface here (press '' or right click to use).





































































