











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 | 
| Addons | Possessor Bonus Class 1.6.6Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Player GAI 1.4.0This is a fork of PlayerAI by Charidan. The AI will stop at the following low health conditions: Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last.  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Adventure | 
| Sex | Female | 
| Race | Cornac | 
| Class | Adventurer | 
| Level / Exp | 50 / 1490% | 
| Size | medium | 
| Lifes / Deaths | Killed by spitting spider at level 2 on the 76th Pyre 122nd year of Ascendancy at 00:32 1 / 6Killed by Mayywe the white wolf at level 6 on the 5th Flare 122nd year of Ascendancy at 16:39 Killed by orc high pyromancer at level 37 on the 40th Regrowth 123rd year of Ascendancy at 01:41 Killed by Aeravea the orc cryomancer at level 38 on the 41st Regrowth 123rd year of Ascendancy at 22:33 Killed by Islema the orc cryomancer at level 38 on the 42nd Regrowth 123rd year of Ascendancy at 03:23 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 46th Dusk 123rd year of Ascendancy at 22:08  | 
Primary Stats
| Strength | 52 (base 12) | 
| Dexterity | 23 (base 12) | 
| Constitution | 56 (base 30) | 
| Magic | 110 (base 60) | 
| Willpower | 108 (base 60) | 
| Cunning | 140 (base 60) | 
Resources
| Mana | 851/884 | 
| Equilibrium | 10 | 
| Vim | 266/266 | 
| Life | 906/1159 | 
| Psi | 407/436 | 
| Stamina | 515/553 | 
| Hate | 69/129 | 
| Healing Factor | 1.0526214122041 | 
| Regeneration | 0.26315535305266 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -66.666666666667% | 
| Spell | 0% | 
| Global | +145.23356352461% | 
Vision
| Sight | 10 | 
| Lite | -1000 | 
| Infravision | 7 | 
| See Invisible | 30 | 
Offense: Mainhand
| Damage | 135 | 
| Accuracy | 93 | 
| Crit Chance | 51% | 
| APR | 12 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 61 | 
| Accuracy | 93 | 
| Crit Chance | 50% | 
| APR | 8 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 61 | 
| Crit Chance | 42% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 73 | 
| Crit Chance | 61% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +111% | 
| Fire | +21% | 
| Nature | +21% | 
| Mind | +15% | 
| Physical | +23% | 
| Cold | +35% | 
| All | +9% | 
Offense: Damage Penetration
| Darkness | +58% | 
| Cold | +35% | 
| Blight | +20% | 
| Fire | +45% | 
| Mind | +35% | 
| All | +20% | 
Defense: Base
| Armour (hardiness) | 37 (35.629139072848%) | 
| Defense | 56 | 
| Ranged Defense | 56 | 
| Fatigue | 0 | 
| Physical Save | 46.46 | 
| Spell Save | 58.31 | 
| Mental Save | 67 | 
Defense: Resistances
| Acid | + 64%( 70%) | 
| Blight | + 64%( 70%) | 
| Arcane | + 68%( 70%) | 
| Cold | + 67%( 70%) | 
| All | + 64%( 70%) | 
| Lightning | + 64%( 70%) | 
| Light | + 75%( 80%) | 
| Physical | + 72%( 74%) | 
| Mind | + 70%( 70%) | 
| Darkness | + 85%( 85%) | 
| Fire | + 64%( 70%) | 
| Nature | + 70%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Stun Resistance | 100% | 
| Bleed Resistance | 70% | 
| Confusion Resistance | 64% | 
| Fear Resistance | 24% | 
| Knockback Resistance | 44% | 
| Poison Resistance | 70% | 
| Blind Resistance | 70% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 290 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat.  | 
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 650 damage for 5 turns. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 172 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 Cunning stat.  | 
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 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.  | 
Class Talents
| Cursed / Predator | 1.00 | 
  | 4/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Psionic / Solipsism | 1.10 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Wild-gift / Ooze | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Technique / Assassination | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 5/5 | 
| Cunning / Ambush | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 5/5 | 
| Cunning / Stealth | 1.20 | 
  | 5/5 | 
  | 3/5 | 
  | 5/5 | 
  | 4/5 | 
Generic Talents
| Cursed / Cursed aura | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Cursed / Cursed form | 1.00 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Vile life | 1.00 | 
  | 4/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Staff combat | 1.20 | 
  | 0/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
  | 5/5 | 
  | 5/5 | 
| Cursed / Dark sustenance | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
| Psionic / Finer energy manipulations | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Elemental Discord | 
| talent | Chant of Fortitude | 
| talent | Beyond the Flesh | 
| talent | Mitosis | 
| talent | Savage Hunter | 
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+41% chance to avoid traps). Power 2+: -1 Luck, +7 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+15% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent.  | 
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+30% global speed). Clarity | 
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity | 
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 62 mind and 113 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 95 Mind damage, and deal 175 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time.  | 
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+35% resist all). Shroud of Passing | 
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 8.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 18%) for 4 turns. Power 1+: Nightwalker: +32 Darkness Resistance, +15% Max Darkness Resistance, +18 See Invisible Power 2+: -1 Luck, +15 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 35% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 35% for 3 turns.  | 
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn 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 taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active | 
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Cunning by +5.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Staff Mastery (+1 level(s)).  | done | 
You failed to protect the lone alchemist from death by Gulratira the skeleton warrior. Escort: lone alchemist (level 1 of Dreadfell) | failed | 
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)).  | done | 
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)).  | done | 
You failed to protect the lost defiler from death by Eluna the skeleton warrior. Escort: lost defiler (level 4 of Dreadfell) | failed | 
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)).  | done | 
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+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 ApotheosisSeek 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 treasureIt 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 newsYou should go investigate what is happening there.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there.  | done | 
The 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 OrcFind 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 | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed.  | done | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen 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 worldUpon 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 | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed xorn fragment. * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed vial of greater demon bile. * You've found the needed ritch stinger. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed chunk of ghoul flesh. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Ungrol of Last Hope in creating an elixir of foundations.  | active | 
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 heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere 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 CommandThere seems to be a total of four of them. The more you have the weaker the shield will be.  | done | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The 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 | active | 
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 Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond.  | active | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| Psionic focus |  Eksatin's Ultimatum (Shrouds) (175% power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 175% Range: 1.5x Uses stat: 130% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% Curse of Shrouds This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty.  | 
| On hands |  Ruthless Grip (Misfortune) (0 def, 5 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% When used to modify unarmed attacks: Power: 131% Range: 1.4x Uses stats: 80% Wil, 80% 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: Dominate (10% chance level 3). When this weapon hits: Slash (5% chance level 3). Curse of Misfortune It can be used to activate talent Instill Fear (costing 20 power out of 30/30) : Effective talent level: 3.0 Power cost: 20 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 29.90 mind and 54.86 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 28% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 28. Terrified: Deals 7.47 mind and 13.72 darkness damage per turn and increases cooldowns by 43%. Haunted: Causes the target to suffer 11.65 mind and 21.38 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally.  | 
| Light source |  Dúathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+3 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it.  | 
| On head |  Branasin the Frostquick (Misfortune) (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 2 mind / 6 cold Changes stats: +7 Cun / +10 Wil Changes resistances: +18% physical / +29% darkness / +9% cold Changes resistances penetration: +15% cold Changes damage: +14% physical / +31% darkness / +6% cold Mental save: +19 (+4 eff.) Confusion immunity: -20% Fear immunity: -20% Maximum hate: +9.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +10% Curse of Misfortune It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.8 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 307 mind damage and feed you 5 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 4.0. Every victim of the whisper has a 33% chance of spreading it to another victim every turn. 25% chance to brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly...  | 
| On feet |  Eden's Guile (Misfortune) (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Misfortune It can be used to boost speed by 70% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it.  | 
| Tool |  Ebonylore [power 325]  (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 32% * 20% chance to reduce all saves and defense by 40 Damage when hit (Melee): 6 darkness Changes resistances: +3% mind / +6% darkness It can be used to blast the opponent's mind dealing 374 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 25% for 2 turns. * Gain a 19% chance to evade weapon attacks for 2 turns. * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
| On fingers |  Mnemonic (Shrouds)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. Curse of Shrouds It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are.  | 
| On fingers |  Obsidianmark the voratun ring (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+6 eff.) Effects on melee hit: * 23% chance to reduce all saves and defense by 40 * 23% chance to reduce damage dealt by 32% Changes stats: +8 Mag / +18 Cun / +6 Con Changes resistances: +3% darkness Changes resistances penetration: +5% fire Changes damage: +6% mind / +15% darkness Spell save: +20 (+5 eff.) Maximum stamina: +26.00 Spellpower: +15 (+4 eff.) Curse of Nightmares Rings can have magical properties.  | 
| Around neck |  Bethatira the GloomserpentPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Mag Changes resistances: +20% darkness Changes resistances penetration: +20% fire / +25% darkness / +15% mind Changes damage: +24% darkness / +12% fire Amulets can have magical properties.  | 
| In main hand |  Butcher (Shrouds) (159% power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Curse of Shrouds Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time."  | 
| Around waist |  Phlegmlady the drakeskin leather belt (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +15 (+5 eff.) Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 29 Damage when hit (Melee): 12 nature Changes stats: +19 Str / +11 Mag / +6 Cun Changes resistances: +18% nature Changes damage: +12% nature Physical save: +25 (+6 eff.) See invisible: +12 Curse of Nightmares A belt that goes around your waist.  | 
| In off hand |  Spelldrinker (Shrouds) (132% power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 45% Wil, 55% Cun, 5% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+3 eff.) Curse of Shrouds Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own.  | 
| Cloak |  shadow elven-silk cloak of the hunter (Nightmares) (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +21 (+4 eff.) Defense: +3 (+1 eff.) Fatigue: -6% Changes resistances: +23% darkness Changes resistances penetration: +13% darkness Changes damage: +12% darkness Stealth bonus: +11 Maximum life: +65.00 Maximum stamina: +35.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Crimson Robe (Shrouds) (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Global speed: +15% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Shrouds This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind.  | 
Inventory
 healing infusion (heal 72; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 72 then cleanse 1 wound, poison, and disease effect. 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.  | 
 healing infusion of the psychic (heal 305; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 instantly heal yourself for 305 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower 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.  | 
 healing infusion of the titan (heal 152; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 152 then cleanse 1 wound, poison, and disease effect. 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.  | 
 healing infusion of the wizard (heal 266; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 266 then cleanse 1 wound, poison, and disease effect. 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.  | 
 heroism infusion of the titan (die at -547; dur 7; cd 34)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: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -547 life. The duration and life will increase by 1% for every 1% life you have lost (currently 667 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. 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.  | 
 heroism infusion of the wizard (die at -562; dur 7; cd 25)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: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -562 life. The duration and life will increase by 1% for every 1% life you have lost (currently 685 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. 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.  | 
 movement infusion of the warrior (speed 840%; cd 17)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 840% 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 Strength 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.  | 
 regeneration infusion (heal 422; 16 cd)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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 422 life over 5 turns. 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.  | 
 regeneration infusion of the psychic (heal 771; 12 cd)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: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 771 life over 5 turns. Its effects scale with your Willpower 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.  | 
 regeneration infusion of the titan (heal 374; 14 cd)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 374 life over 5 turns. 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 (res 21%; mental, magical; dur 3; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 (res 17%; mental; dur 2; cd 16)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: 16 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 17% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 (res 22%; magical; dur 3; cd 15)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: 15 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 effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 (res 18%; physical; dur 2; cd 16)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: 16 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 18% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 (res 20%; physical; dur 2; 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 physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 (res 18%; magical, physical; dur 4; 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 physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 (res 19%; mental, physical; dur 3; cd 11)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: 11 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 and physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 (res 21%; magical; dur 3; cd 11)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: 11 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 effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 (res 16%; mental; 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 mental effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 (res 18%; magical, physical; 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 magical and physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 (res 18%; magical; dur 4; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 (res 15%; mental; dur 4; cd 16)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: 16 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 15% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 (res 15%; physical; dur 4; cd 15)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: 15 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 15% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 (res 15%; mental, physical; 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 mental and physical effect and reduce all damage taken by 15% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 (res 15%; physical; dur 2; cd 16)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: 16 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 15% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 (res 16%; physical; dur 4; cd 15)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: 15 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 16% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 psychic (res 38%; mental; dur 4; 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 mental effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 sneak (res 45%; 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 45% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 sneak (res 44%; magical; dur 3; cd 16)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: 16 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 effect and reduce all damage taken by 44% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 warrior (res 27%; magical; dur 3; cd 13)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: 13 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 effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 warrior (res 28%; magical; dur 2; cd 16)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: 16 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 effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 40%; magical; 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 magical effect and reduce all damage taken by 40% 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.  | 
 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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% 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.  | 
 Prismatic Rune (6 turns; physical, cold, mind, fire)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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 3 cold, 4 mind, 4 fire 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.  | 
 acid wave rune (damage 175; dur 4; cd 18)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 175.49 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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.  | 
 acid wave rune of the sneak (damage 469; dur 4; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 468.70 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning 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.  | 
 biting gale rune of the wizard (damage 451; dur 4; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 450.90 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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.  | 
 blink rune (range 5; phase 12; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. 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.  | 
 blink rune of the psychic (range 7; phase 31; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Willpower 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.  | 
 blink rune of the wizard (range 8; phase 25; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. 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.  | 
 ethereal rune of the wizard (power 25; resist 41%; move 44%; dur 5; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 41% all resistance, you move 44% faster, and you are invisible (power 25). 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.  | 
 manasurge rune of the wizard (regen 1798% over 10 turns; mana 90; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1798% for 10 turns (45 total) and instantly restoring 90 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.  | 
 shatter afflictions rune (absorb 101; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 101 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. 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.  | 
 shatter afflictions rune (absorb 84; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 84 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. 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.  | 
 shatter afflictions rune of the psychic (absorb 161; 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 161 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. 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.  | 
 shatter afflictions rune of the sneak (absorb 160; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 160 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 Cunning 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.  | 
 shatter afflictions rune of the wizard (absorb 140; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 140 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. 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.  | 
 shielding rune of the duelist (absorb 314; dur 5; cd 18)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 314 damage for 5 turns. 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.  | 
 shielding rune of the psychic (absorb 374; dur 4; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 374 damage for 4 turns. Its effects scale with your Willpower 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 (threshold 33; blocks 3; dur 4; cd 12)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: 12 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 33 up to 3 times. 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 sneak (threshold 22; blocks 7; dur 4; cd 13)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: 13 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 22 up to 7 times. Its effects scale with your Cunning 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 warrior (threshold 35; blocks 5; dur 4; cd 14)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: 14 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 35 up to 5 times. Its effects scale with your Strength 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 warrior (threshold 42; blocks 4; dur 4; cd 13)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: 13 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 42 up to 4 times. Its effects scale with your Strength 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 wizard (threshold 39; blocks 6; dur 4; 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: 17 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 39 up to 6 times. 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.  | 
 teleportation rune (range 49; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 49 with a minimum range of 15. 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.  | 
 teleportation rune (range 37; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 37 with a minimum range of 15. 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 Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects!  | 
 AleroddastirCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +9 Dex / +3 Mag / +9 Cun / +9 Con Changes resistances penetration: +25% acid Changes damage: +15% blight Critical mult.: +20.00% Life regen: +3.00 Stamina each turn: +1.30 Spell crit. chance: +8% Movement speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties.  | 
 Amidur the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +9% temporal / +5% arcane / +12% light Physical save: +13 (+3 eff.) Confusion immunity: +20% Life regen: +6.00 Only die when reaching: -20.00 life Maximum life: +45.00 Amulets can have magical properties.  | 
 BrodudarInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +3% blight / +6% mind Changes damage: +3% mind Poison immunity: +20% Confusion immunity: +10% Pinning immunity: +20% Amulets can have magical properties.  | 
 Duathelrigor the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +12% acid Changes damage: +6% darkness Reduces incoming crit damage: 10.00% Physical save: +6 (+2 eff.) Spell save: +9 (+2 eff.) Disarm immunity: +20% Life regen: +2.00 Healing mod.: +20% Amulets can have magical properties.  | 
 Glowcast the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Wil Changes resistances: +26% lightning / +15% cold / +15% acid Changes resistances penetration: +26% light Changes damage: +12% light Stun/Freeze immunity: +44% Equilibrium when hit: +0.16 Maximum hate: +10.00 Mental crit. chance: +7% Amulets can have magical properties.  | 
 Growstrike the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 39% Changes resistances: +26% lightning / +15% nature / +27% acid Changes resistances penetration: +20% arcane Changes damage: +30% acid / +15% nature Stun/Freeze immunity: +40% Amulets can have magical properties.  | 
 Growthschism =stun29=Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 69% Damage when hit (Melee): 6 nature Changes stats: +6 Con Changes resistances: +10% lightning / +12% nature Changes resistances penetration: +10% mind Physical save: +8 (+2 eff.) Stun/Freeze immunity: +29% Life regen: +6.00 Maximum life: +38.00 Amulets can have magical properties.  | 
 Shimmerkill the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% lightning / +18% fire Changes resistances penetration: +15% lightning / +10% fire / +25% darkness Changes damage: +12% lightning Talent mastery: +0.28 Wild-gift / Storm drake aspect Amulets can have magical properties.  | 
 Tideglean the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Mag / +3 Con Changes damage: +9% cold Talent mastery: +0.24 Celestial / Sunlight Light radius: +3 Infravision radius: +2 Amulets can have magical properties.  | 
 Toxindash the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +9 (+3 eff.) Defense: +15 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 69% Changes stats: +17 Lck / +6 Wil Changes resistances: +6% lightning / +6% cold / +9% darkness Changes resistances penetration: +25% nature Changes damage: +6% fire / +10% physical Mental save: +8 (+2 eff.) Confusion immunity: +17% Mindpower: +13 (+3 eff.) Combat speed: +10% Reduce all damage from unseen attackers: 15% Amulets can have magical properties.  | 
 Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see...  | 
 copper amulet 'Brightbane'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% arcane / +9% fire Changes damage: +9% fire Cut immunity: +50% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 284 life. The life healed will increase with your Mindpower. Amulets can have magical properties.  | 
 copper amulet 'Singemoon'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% fire Changes damage: +18% acid / +15% fire Talent mastery: +0.12 Spell / Phantasm Amulets can have magical properties.  | 
 gold amulet 'Islynor'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +20 (+6 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 29 Damage when hit (Melee): 2 blight Changes stats: +6 Str Changes resistances: +3% acid / +6% fire / +6% darkness Changes damage: +11% blight / +9% fire Critical mult.: +16.00% Reduces incoming crit damage: 10.00% Silence immunity: +10% Spellpower: +10 (+2 eff.) Amulets can have magical properties.  | 
 gold amulet 'Tideserpent'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +15% blight / +2% physical / +5% arcane Changes damage: +3% cold Life regen: +4.00 Amulets can have magical properties.  | 
 gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Cut immunity: +50% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 368 life. The life healed will increase with your Mindpower. Amulets can have magical properties.  | 
 grounding copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Cut immunity: +50% Stun/Freeze immunity: +22% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 284 life. The life healed will increase with your Mindpower. Amulets can have magical properties.  | 
 grounding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +26% Amulets can have magical properties.  | 
 insulating voratun amulet of perfection (0.32 Psionic / Thought-Forms,0.32 Psionic / Distortion)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +18% fire / +24% cold Talent masteries: +0.32 Psionic / Thought-Forms +0.32 Psionic / Distortion Amulets can have magical properties.  | 
 mindweaver's steel amulet of manastreamingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Wil / +2 Mag Mental save: +7 (+1 eff.) Confusion immunity: +10% Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +22.00 Mindpower: +5 (+1 eff.) Amulets can have magical properties.  | 
 mindweaver's voratun amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Wil Mental save: +12 (+3 eff.) Confusion immunity: +20% Mindpower: +11 (+2 eff.) Amulets can have magical properties.  | 
 serendipitous stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +11 (+4 eff.) Changes stats: +15 Lck Reduce all damage from unseen attackers: 15% Amulets can have magical properties.  | 
 stabilizing copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets can have magical properties.  | 
 stabilizing copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% temporal Pinning immunity: +24% Knockback immunity: +22% Amulets can have magical properties.  | 
 stabilizing voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +12 Changes resistances: +22% temporal Critical mult.: +17.00% Pinning immunity: +38% Knockback immunity: +41% Amulets can have magical properties.  | 
 steel amulet 'Mayetta'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes stats: +5 Mag Changes damage: +3% mind Cut immunity: +50% Mana each turn: +0.14 Equilibrium when hit: +0.08 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +21.00 Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 434 life. The life healed will increase with your Mindpower. Amulets can have magical properties.  | 
 stralite amulet of constitution (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Con Amulets can have magical properties.  | 
 voratun amulet 'Scabblight'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 nature Changes stats: +4 Mag Changes resistances: +21% nature Changes resistances penetration: +26% arcane / +26% temporal Mana each turn: +0.59 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +47.00 Amulets can have magical properties.  | 
 warmaker's stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +16 Changes stats: +7 Str / +4 Dex / +6 Wil Critical mult.: +11.00% Amulets can have magical properties.  | 
 warrior's copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% physical Stamina each turn: +0.20 Amulets can have magical properties.  | 
 Adoyanne (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+5 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 29 Damage when hit (Melee): 10 blight Changes resistances: +9% acid / +5% arcane Changes damage: +21% arcane / +30% blight Spellpower: +13 (+3 eff.) Mindpower: +10 (+2 eff.) Curse of Misfortune Rings can have magical properties.  | 
 Blizzardstake the voratun ring (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +36% lightning / +30% cold Changes resistances penetration: +25% cold / +15% fire Changes damage: +18% lightning / +18% fire Curse of Misfortune Rings can have magical properties.  | 
 Bogen the Furnacebraid (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Changes stats: +7 Str Changes resistances penetration: +20% blight / +32% fire Changes damage: +18% blight Critical mult.: +25.85% Mana each turn: +0.12 Mana when firing critical spell: +2.58 Spellpower on spell critical (stacks up to 3 times): +13 Maximum mana: +129.23 Spellpower: +20 (+5 eff.) Spell crit. chance: +7% Curse of Misfortune Rings can have magical properties.  | 
 Cyredaba the Glacierlady (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 29 Damage when hit (Melee): 10 cold Changes resistances: +36% blight / +31% cold / +15% nature Changes resistances penetration: +25% blight / +26% cold Changes damage: +12% blight Poison immunity: +28% Disease immunity: +29% Curse of Misfortune Rings can have magical properties.  | 
 Elemental Fury (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Corpses This ring shines with many colors.  | 
 Exiler (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). Curse of Madness It can be used to attempt to inflict 96.22 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s) Activation costs 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise.  | 
 Floepiety (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce all saves and defense by 40 Changes resistances: +15% blight / +27% cold / +9% mind Changes resistances penetration: +26% blight / +20% cold Silence immunity: +46% Mana each turn: +0.40 Mindpower: +31 (+7 eff.) Mental crit. chance: +2% Curse of Nightmares Rings can have magical properties.  | 
 Freezehash (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 39% Damage when hit (Melee): 10 cold Changes resistances penetration: +25% blight Changes damage: +15% acid / +21% cold / +15% blight Stun/Freeze immunity: +50% Life regen: +9.00 Curse of Nightmares Rings can have magical properties.  | 
 Glory of the Pride (Nightmares)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+4 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+12 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Nightmares The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue.  | 
 Glyma the gold ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun / +6 Mag Changes resistances: +9% lightning Changes damage: +3% blight Mental save: +6 (+1 eff.) Disarm immunity: +20% Knockback immunity: +20% Spellpower on spell critical (stacks up to 3 times): +4 Only die when reaching: -80.00 life Curse of Shrouds Rings can have magical properties.  | 
 Huregasus the gold ring (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +30 (+6 eff.) Damage when hit (Melee): 8 physical Changes stats: +5 Str / +5 Con Changes resistances: +5% arcane Changes resistances penetration: +15% physical Blindness immunity: +27% Infravision radius: +5 See stealth: +12 See invisible: +17 Curse of Nightmares Rings can have magical properties.  | 
 Ichorworm (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +25 (+7 eff.) Effects on melee hit: * 10% chance to slow global speed by 69% Changes resistances: +26% acid / +9% temporal / +3% mind Changes damage: +13% acid Curse of Nightmares Rings can have magical properties.  | 
 Olidraldir the steel ring (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 acid Changes resistances: +49% lightning / +21% acid Changes damage: +14% lightning Critical mult.: +15.00% Reduces incoming crit damage: 17.56% Mental save: +9 (+2 eff.) Disease immunity: +23% Hate when firing a critical mind attack: +2.00 Maximum hate: +11.70 Curse of Madness Rings can have magical properties.  | 
 Phlegmbreak the gold ring (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 39% Changes stats: +5 Cun / +6 Mag Changes resistances: +18% acid / +15% nature Changes resistances penetration: +15% acid Changes damage: +12% nature Spellpower: +10 (+2 eff.) Curse of Nightmares Rings can have magical properties.  | 
 Zerigalen (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +4 Wil Changes resistances: +3% nature / +12% cold Mental save: +8 (+2 eff.) Knockback immunity: +20% Teleport immunity: +10% Curse of Nightmares Rings can have magical properties.  | 
 copper ring 'Brandwither' (Shrouds)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 32% Damage when hit (Melee): 8 cold / 2 fire Changes stats: +2 Wil Changes resistances: +3% darkness / +9% fire Changes resistances penetration: +10% cold Mental save: +4 (+1 eff.) Curse of Shrouds Rings can have magical properties.  | 
 copper ring of sensing (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +20% Infravision radius: +3 See stealth: +8 See invisible: +6 Curse of Misfortune Rings can have magical properties.  | 
 gladiator's steel ring of frost (+24%) (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +24% cold Changes damage: +12% cold Curse of Corpses Rings can have magical properties.  | 
 gladiator's voratun ring of fire (+32%) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +7 Str / +7 Con Changes resistances: +32% fire Changes damage: +16% fire Curse of Shrouds Rings can have magical properties.  | 
 gladiator's voratun ring of speed (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +14 (+5 eff.) Defense: +13 (+4 eff.) Changes stats: +6 Str / +7 Con Movement speed: +25% Activating this item is instant. Curse of Shrouds It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties.  | 
 gold Prothotipe's Prismatic Eye ring (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +6 Wil / +5 Cun / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Mindpower: +9 (+2 eff.) Talent on hit(spell): Eye Beam (10% chance level 2). Curse of Misfortune Rings can have magical properties.  | 
 gold quartz ring =stun30=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Spell save: +10 (+2 eff.) Stun/Freeze immunity: +30% Maximum stamina: +19.00 Rings can have magical properties.  | 
 gold ring 'Betolaith' (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 29 Damage when hit (Melee): 4 arcane Changes resistances: +24% light / +9% temporal Changes resistances penetration: +10% arcane Changes damage: +6% temporal / +12% light / +15% arcane Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Corpses Rings can have magical properties.  | 
 gold ring 'Unlightkiller' (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +4 Defense: +25 (+7 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 32% * 20% chance to reduce armor by 39% Changes stats: +4 Dex Changes resistances: +26% light / +18% acid Changes damage: +13% light Curse of Misfortune Rings can have magical properties.  | 
 marksman's gold ring of light (+24%) (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Changes resistances: +24% light Changes damage: +12% light Curse of Corpses Rings can have magical properties.  | 
 mule's gold ring of luminosity (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Damage (Melee): 20 light Damage (Ranged): 15 light Changes stats: +2 Mag Changes damage: +13% light Maximum encumbrance: +23 Curse of Misfortune Rings can have magical properties.  | 
 mule's voratun ring of speed (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +12 (+4 eff.) Fatigue: -9% Maximum encumbrance: +33 Movement speed: +25% Activating this item is instant. Curse of Madness It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties.  | 
 painweaver's voratun ring of misery (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+6 eff.) Effects on melee hit: * 16% chance to reduce all saves and defense by 40 Damage (Melee): 25 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 40 Damage (Ranged): 24 physical Changes stats: +5 Cun Changes damage: +7% all Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 Spellpower: +16 (+4 eff.) Mindpower: +11 (+2 eff.) Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties.  | 
 pixie's stralite ring of tenacity (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +7 Mag Disarm immunity: +33% Pinning immunity: +40% Knockback immunity: +37% Maximum life: +40.00 Spellpower: +11 (+3 eff.) Curse of Misfortune Rings can have magical properties.  | 
 pixie's voratun ring of lightning (+22%) (Shrouds)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +8 Mag Changes resistances: +22% lightning Changes damage: +11% lightning Spellpower: +11 (+3 eff.) Curse of Shrouds Rings can have magical properties.  | 
 psionicist's gold ring of power (Nightmares)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +4 Wil Mental save: +8 (+2 eff.) Spellpower: +7 (+2 eff.) Mindpower: +7 (+1 eff.) Curse of Nightmares Rings can have magical properties.  | 
 savage's steel ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +10 (+2 eff.) Maximum stamina: +13.00 Curse of Madness Rings can have magical properties.  | 
 savage's steel ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+3 eff.) Maximum stamina: +16.00 Curse of Shrouds Rings can have magical properties.  | 
 savior's voratun ring of luminosity (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 29 light Damage (Ranged): 40 light Changes stats: +7 Mag Changes damage: +16% light Physical save: +13 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +17 (+4 eff.) Curse of Shrouds Rings can have magical properties.  | 
 sneakthief's stralite ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +7 Cun / +8 Dex Curse of Madness Rings can have magical properties.  | 
 solipsist's voratun ring of life (Misfortune)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +6 Wil Life regen: +10.00 Maximum life: +53.00 Mindpower: +12 (+3 eff.) Healing mod.: +15% Curse of Misfortune Rings can have magical properties.  | 
 steel Goedalath Rock ring (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +12 (+4 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 40 Damage (Melee): 9 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 40 Damage (Ranged): 7 physical Damage when hit (Melee): 34 darkness Changes stats: +2 Cun Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties.  | 
 steel ring 'Amelandur' (Misfortune)Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Physical power: +16 (+6 eff.) Armour: +6 Fatigue: -4% Changes stats: +7 Str / +7 Con Changes damage: +9% physical Maximum encumbrance: +22 Curse of Misfortune Rings can have magical properties.  | 
 stralite ring 'Demonfear' (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 29 * 20% chance to reduce armor by 39% * 21% chance to reduce damage dealt by 32% Damage when hit (Melee): 11 acid Changes resistances: +18% acid / +36% nature / +15% darkness Changes resistances penetration: +26% darkness Changes damage: +18% nature / +12% darkness Light radius: +3 Curse of Shrouds Rings can have magical properties.  | 
 treant's voratun ring of life (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +11% nature / +12% blight Poison immunity: +21% Disease immunity: +23% Life regen: +13.00 Maximum life: +66.00 Healing mod.: +15% Curse of Madness Rings can have magical properties.  | 
 voratun ring 'Aruthra' (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +28 Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Str Changes resistances: +21% blight / +15% mind / +9% nature Mental save: +12 (+3 eff.) Knockback immunity: +21% Life regen: +4.21 Curse of Corpses Rings can have magical properties.  | 
 voratun ring 'Ebonypassion' (Madness) =blind75 darkPen25=Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +4 Mag Changes resistances: +5% arcane / +3% darkness Changes resistances penetration: +25% darkness / +20% arcane Changes damage: +3% arcane Blindness immunity: +75% Spellpower: +12 (+3 eff.) Infravision radius: +8 See stealth: +44 See invisible: +32 Curse of Madness Rings can have magical properties.  | 
 voratun ring 'Silywyn' (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +13 Str / +3 Mag / +4 Wil / +15 Con Changes resistances: +22% acid / +22% fire / +24% lightning / +30% cold Changes damage: +3% blight Reduces incoming crit damage: 10.00% Spell save: +19 (+5 eff.) Maximum stamina: +30.00 Infravision radius: +3 See invisible: +9 Curse of Misfortune Rings can have magical properties.  | 
 voratun ring of life (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +7.00 Maximum life: +78.00 Healing mod.: +18% Curse of Shrouds Rings can have magical properties.  | 
 warrior's copper ring of corrosion (+22%) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% acid Changes damage: +11% acid Curse of Shrouds Rings can have magical properties.  | 
 warrior's steel ring (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Curse of Corpses Rings can have magical properties.  | 
 warrior's steel ring of lightning (+24%) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +24% lightning Changes damage: +12% lightning Curse of Shrouds Rings can have magical properties.  | 
 warrior's steel ring of power (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +6 Changes stats: +3 Str Spellpower: +7 (+2 eff.) Mindpower: +5 (+1 eff.) Curse of Corpses Rings can have magical properties.  | 
 wizard's copper ring (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Curse of Nightmares Rings can have magical properties.  | 
 wizard's steel ring of power (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +4 Mag Spell save: +8 (+2 eff.) Spellpower: +7 (+2 eff.) Mindpower: +7 (+1 eff.) Curse of Shrouds Rings can have magical properties.  | 
 Blackspawn the voratun battleaxe (Corpses) (168% power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 69% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 69% Changes stats: +19 Str / +17 Dex / +19 Mag / +19 Wil / +19 Cun / +19 Con Changes resistances: +5% arcane / +20% nature Changes damage: +24% darkness Curse of Corpses Massive two-handed battleaxes.  | 
 Dagger of the Past (Madness) (129% power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+2 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Curse of Madness Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past.  | 
 Icy Kill (Madness) (143% power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 45% Wil, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% Curse of Madness As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted.  | 
 Kinetic Spike (Misfortune) (147% power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 60% Wil, 40% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +15 (+5 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking Curse of Misfortune It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage Activation costs 10 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly.  | 
 Life Drinker (Corpses) (152% power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 35% Wil, 55% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). Curse of Corpses It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 14.70 acid and 14.70 blight damage. If not cleared after five turns it will inflict 83.47 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil.  | 
 Mandible of Ungolmor (Shrouds) (150% power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 35% Wil, 65% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 Curse of Shrouds This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it.  | 
 Silent Blade (Corpses) (129% power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 35% Wil, 55% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) Curse of Corpses A thin, dark dagger that seems to meld seamlessly into the shadows.  | 
 Swordbreaker (Corpses) (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stat: 100% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. Curse of Corpses This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors.  | 
 Thunderlady the stralite dagger (Madness) (135% power, 26 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 135% Range: 1.3x Uses stats: 45% Wil, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +26 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 4). Damage Shield penetration (this weapon only): +14% Damage (radius 1) on hit: +4 lightning When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 29 Changes resistances: +6% lightning Changes resistances penetration: +10% all Changes damage: +12% lightning / +3% blight Curse of Madness Sharp, short and deadly.  | 
 acidic voratun dagger of torment (Nightmares) (150% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 45% Wil, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Splash the target with acid dealing 170 damage over 5 turns and reducing armor and accuracy by 22 Curse of Nightmares Sharp, short and deadly.  | 
 Morrigor (Madness) (161% power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 162% Range: 1.4x Uses stats: 60% Wil, 60% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 59.95 arcane and 116.05 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+6 eff.) Spell crit. chance: +12% Curse of Madness This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company.  | 
 Punae's Blade (Madness) (157% power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 157% Range: 1.4x Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+11 eff.) Combat speed: +20% Chance to avoid attacks: +10% Curse of Madness This very thin sword cuts through the air with ease, allowing remarkably quick movement.  | 
 Thunderfall (Corpses) (161% power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Power: 162% Range: 1.4x Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +50 lightning / +50 physical Damage (radius 2) on crit: +100 lightning / +100 physical Curse of Corpses It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage Activation costs 60 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls.  | 
 Awakened Staff of Absorption (172% 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. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% 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 (+12 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."  | 
 hardened leather belt 'Shimmerpanic' (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% acid / +8% fire / +20% lightning / +7% cold Changes damage: +6% lightning / +15% fire / +24% darkness Curse of Nightmares A belt that goes around your waist.  | 
 noble's drakeskin leather belt of transcendence (Madness)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Cun / +8 Wil Damage against: +18% Summoned Reduced damage from: +31% Summoned Physical save: +9 (+2 eff.) Mindpower: +5 (+1 eff.) Curse of Madness A belt that goes around your waist.  | 
 ravager's hardened leather belt of burglary (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +5 Cun / +7 Lck Changes resistances penetration: +11% physical Changes damage: +12% physical Trap disarming bonus: +13 Stealth bonus: +11 Infravision radius: +4 Curse of Misfortune A belt that goes around your waist.  | 
 skylord's drakeskin leather belt of burglary (Nightmares)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Str / +10 Dex / +6 Wil / +10 Cun / +7 Lck Trap disarming bonus: +13 Stealth bonus: +11 Physical save: +12 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +20 (+5 eff.) Infravision radius: +5 Curse of Nightmares A belt that goes around your waist.  | 
 Frozen Shroud (Nightmares) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold Curse of Nightmares It can be used to release a radius 4 chilling blast, instantly dealing 546.75 cold damage and condensing the air into freezing vapors that deal 182.25 cold damage (based on Magic) each turn for 10 turns Activation costs 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches.  | 
 Islorarilaith the Winterterror (Misfortune) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Dex Changes resistances: +12% darkness Changes resistances penetration: +8% darkness / +20% cold Changes damage: +8% darkness / +6% mind Stealth bonus: +5 Mindpower: +15 (+3 eff.) See invisible: +3 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Radiancefear (Corpses) (21 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +21 (+6 eff.) Damage when hit (Melee): 6 fire Changes resistances: +51% fire / +48% light / +26% cold Changes damage: +3% light Stealth bonus: +25 Light radius: +3 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 murderer's cashmere cloak of implacability (Madness) (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +2 Cun / +2 Dex Physical save: +8 (+2 eff.) Mental save: +5 (+1 eff.) Only die when reaching: -50.00 life Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Black Robe (Madness) (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+4 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+6 eff.) Blindness immunity: +50% Spellpower: +30 (+7 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Curse of Madness A silk robe, darker than the darkest night sky, it radiates power.  | 
 Spider-Silk Robe of Spydrë (Nightmares) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Nightmares This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal.  | 
 Temporal Augmentation Robe - Designed In-Style (Madness) (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+6 eff.) Curse of Madness It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers.  | 
 Boots of the Hunter (Corpses) (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+4 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Corpses It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use.  | 
 Chillpiety (Madness) (11 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +11 (+4 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 69% Changes resistances: +3% fire / +3% nature / +3% light Changes resistances penetration: +5% cold Life regen: +2.00 Stamina each turn: +0.50 Maximum stamina: +16.00 Healing mod.: +12% Activating this item is instant. Curse of Madness It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 undeterred pair of drakeskin leather boots of void walking (Misfortune) (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +30% darkness / +29% temporal Changes resistances penetration: +19% darkness / +16% temporal Silence immunity: +44% Confusion immunity: +48% Stun/Freeze immunity: +50% Defense after a teleport: +26 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% Curse of Misfortune A pair of boots made of leather.  | 
 Fist of the Destroyer (Madness) (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Changes damage: +0% fire / +0% darkness / +0% all Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 20% Mag, 80% Cun, 40% Wil Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 11% Curse of Madness It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 113.17 fire damage and 197.35 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power.  | 
 drakeskin leather gloves 'Darkveil' (Nightmares) (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce damage dealt by 32% Damage when hit (Melee): 8 darkness Changes resistances: +6% temporal / +5% arcane / +12% darkness Changes resistances penetration: +20% arcane Changes damage: +21% darkness Life regen: +7.00 Stamina each turn: +2.00 Maximum stamina: +40.00 When used to modify unarmed attacks: Power: 129% Range: 1.1x Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 5). Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Venomwedge the elven-silk wizard hat (Nightmares) (33 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +6 Defense: +33 (+9 eff.) Damage when hit (Melee): 6 acid Changes stats: +6 Str Changes resistances: +25% fire Changes damage: +17% fire / +9% nature / +15% physical Curse of Nightmares A pointy cloth hat, very wizardly...  | 
 Yaldan Baoth (Madness) (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Madness It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 40 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor.  | 
 Masochism (Nightmares) (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Changes resistances: +0% fire / +0% darkness / +0% all Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 19 Curse of Nightmares It can be used to activate talent Blood Grasp (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 162.03 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again.  | 
 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 1872 alchemist agate0.00 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.  | 
 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 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.  | 
 12 topaz0.00 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.  | 
 voratun pickaxe of quickening (dig speed 20 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life.  | 
 5 emerald0.00 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.  | 
 3 jade0.00 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.  | 
 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Heart of PooshInfused 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?  | 
 bright alchemist's lamp of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +11% blight / +9% darkness Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +7 Infravision radius: +4 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 31 blight damage or heals 42 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 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 Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / 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 to be not of this world, switching rapidly. If used near a portal it could probably activate it.  | 
 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 6 bloodstone0.00 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.  | 
 10 fire opal0.00 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.  | 
 8 garnet0.00 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.  | 
 5 ruby0.00 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 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.  | 
 Transmogrification ChestPowered 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.  | 
 Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so.  | 
 7 amethyst0.00 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.  | 
 Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 228.90 temporal and 443.10 darkness damage (based on Magic) Activation costs 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight.  | 
 Burning StarPowered 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.  | 
 Pearl of Life and DeathInfused 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.  | 
 10 diamond0.00 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.  | 
 10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 3 pearl0.00 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.  | 
 4 quartz0.00 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.  | 
 3 amber0.00 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.  | 
 12 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all 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.
Achievements
			A dangerous secret (Insane (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.By inS the Cornac Adventurer level 33
69th Haze 122nd year of Ascendancy at 15:04 see stats
			A different point of view (Insane (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By inS the Cornac Adventurer level 47
17th Pyre 123rd year of Ascendancy at 16:00 see stats
			Against all odds (Insane (Adventure) difficulty)
			Killed Ukruk in the ambush.By inS the Cornac Adventurer level 33
67th Haze 122nd year of Ascendancy at 19:49 see stats
			Brave new world (Insane (Adventure) difficulty)
			Went to the Far East and took part in the war.By inS the Cornac Adventurer level 36
35th Regrowth 123rd year of Ascendancy at 15:28 see stats
			Destroyer's bane (Insane (Adventure) difficulty)
			Killed Golbug the Destroyer.By inS the Cornac Adventurer level 35
11st Regrowth 123rd year of Ascendancy at 00:32 see stats
			Don't Poosh it! (Insane (Adventure) difficulty)
			Killed Kelad in the lost land of Poosh.By inS the Cornac Adventurer level 50
7th Dusk 123rd year of Ascendancy at 01:02 see stats
			Dragon's Greed (Insane (Adventure) difficulty)
			Amassed 8000 gold pieces.By inS the Cornac Adventurer level 35
10th Regrowth 123rd year of Ascendancy at 18:11 see stats
			Evil denied (Insane (Adventure) difficulty)
			Won ToME by preventing the Void portal from opening.By inS the Cornac Adventurer level 50
53rd Pyre 123rd year of Ascendancy at 13:02 see stats
			Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.By inS the Cornac Adventurer level 22
74th Dusk 122nd year of Ascendancy at 03:15 see stats
			Eye of the storm (Insane (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By inS the Cornac Adventurer level 30
50th Haze 122nd year of Ascendancy at 20:45 see stats
			Fear of Fours (Insane (Adventure) difficulty)
			Killed all four bosses of the Slime Tunnels.By inS the Cornac Adventurer level 50
48th Pyre 123rd year of Ascendancy at 06:02 see stats
			Huge Appetite (Insane (Adventure) difficulty)
			Ate 20 bosses.By inS the Cornac Adventurer level 50
53rd Pyre 123rd year of Ascendancy at 00:21 see stats
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By inS the Cornac Adventurer level 10
8th Dusk 122nd year of Ascendancy at 10:42 see stats
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By inS the Cornac Adventurer level 20
61st Dusk 122nd year of Ascendancy at 10:48 see stats
			Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.By inS the Cornac Adventurer level 30
47th Haze 122nd year of Ascendancy at 08:02 see stats
			Level 40 (Insane (Adventure) difficulty)
			Got a character to level 40.By inS the Cornac Adventurer level 40
54th Regrowth 123rd year of Ascendancy at 17:34 see stats
			Level 50 (Insane (Adventure) difficulty)
			Got a character to level 50.By inS the Cornac Adventurer level 50
32nd Pyre 123rd year of Ascendancy at 13:02 see stats
			Orcrist (Insane (Adventure) difficulty)
			Killed the leaders of the Orc Pride.By inS the Cornac Adventurer level 49
31st Pyre 123rd year of Ascendancy at 04:20 see stats
			Overpowered! (Insane (Adventure) difficulty)
			Did over 6000 damage in one attack.By inS the Cornac Adventurer level 50
32nd Pyre 123rd year of Ascendancy at 13:43 see stats
			Poisonous (Insane (Adventure) difficulty)
			Sided with the assassin lord.By inS the Cornac Adventurer level 21
68th Dusk 122nd year of Ascendancy at 14:39 see stats
			Portal destroyer (Insane (Adventure) difficulty)
			Fought the two Sorcerers and closed one invocation portal.By inS the Cornac Adventurer level 50
53rd Pyre 123rd year of Ascendancy at 13:00 see stats
			Race through fire (Insane (Adventure) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By inS the Cornac Adventurer level 41
75th Regrowth 123rd year of Ascendancy at 00:48 see stats
			Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.By inS the Cornac Adventurer level 39
52nd Regrowth 123rd year of Ascendancy at 14:15 see stats
			Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.By inS the Cornac Adventurer level 27
29th Haze 122nd year of Ascendancy at 15:35 see stats
			Sliders (Insane (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.By inS the Cornac Adventurer level 36
29th Regrowth 123rd year of Ascendancy at 03:13 see stats
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By inS the Cornac Adventurer level 9
5th Dusk 122nd year of Ascendancy at 19:46 see stats
			The Legend of Garkul (Insane (Adventure) difficulty)
			Learned the five chapters of the Legend of Garkul.By inS the Cornac Adventurer level 49
30th Pyre 123rd year of Ascendancy at 14:28 see stats
			The Sun Still Shines (Insane (Adventure) difficulty)
			Aeryn survived the last battle.By inS the Cornac Adventurer level 50
53rd Pyre 123rd year of Ascendancy at 13:02 see stats
			The bigger the better! (Insane (Adventure) difficulty)
			Did over 3000 damage in one attack.By inS the Cornac Adventurer level 48
29th Pyre 123rd year of Ascendancy at 12:48 see stats
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By inS the Cornac Adventurer level 16
41st Dusk 122nd year of Ascendancy at 09:32 see stats
			The sky is falling! (Insane (Adventure) difficulty)
			Saw a huge meteor falling from the sky.By inS the Cornac Adventurer level 41
73rd Regrowth 123rd year of Ascendancy at 10:32 see stats
			Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.By inS the Cornac Adventurer level 25
17th Haze 122nd year of Ascendancy at 10:56 see stats
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By inS the Cornac Adventurer level 19
61st Dusk 122nd year of Ascendancy at 10:15 see stats
			Vampire crusher (Insane (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By inS the Cornac Adventurer level 32
66th Haze 122nd year of Ascendancy at 16:01 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 47th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Talent Stealth is ready to use.
InS's spell attains critical power!
inS performs a melee critical strike against inS!
InS slows down.
InS's mind surges with critical power!
inS performs a melee critical strike against inS!
InS is weakened by the darkness!
inS shares damage with her oozes!
inS converts some damage to Psi!
Melee retaliation hits inS for 0 to psi, 4 darkness, 0 to psi, 4 nature, 0 to psi, 2 cold, 1 to psi, 10 mind, 0 to psi, 2 darkness, 0 to psi, 2 nature, 0 to psi, 1 cold, 0 to psi, 3 mind (33 total damage).
inS hits inS for 11 to psi, 92 physical, 1 to psi, 7 cold, 1 to psi, 11 mind, 3 to psi, 24 darkness, 3 to psi, 23 physical, 0 to psi, 3 cold, 0 to psi, 3 mind, 2 to psi, 13 darkness (197 total damage).
inS receives 62 healing (12 psi heal) from Blood Splash.
InS wears (replacing shadow elven-silk cloak of the hunter (Nightmares) (3 def, 0 armour)): Radiancefear (Corpses) (21 def, 13 armour).
InS wears (replacing Radiancefear (Corpses) (21 def, 13 armour)): shadow elven-silk cloak of the hunter (Nightmares) (3 def, 0 armour).
InS regains their energy.
InS speeds up.
InS deactivates Beyond the Flesh.
InS deactivates Savage Hunter.
InS deactivates Chant of Fortitude.
InS deactivates Mitosis.
InS deactivates Elemental Discord.


























































































































































