












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Bleach Character Icons 1.5.5Adds some very clean chibi custom tiles from the Bleach anime. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Items Vault 1.7.6Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ancient-Automated-Teacher PLUS 1.7.4Ancient-Automated-Teacher PLUS! Our AAT(Ancient-Automated-Teacher) provides wider use of tinkering: - Spawn entrance the tinker's master cave without escort quest
 
 - Re-Add hand tinker: 1H Weapon Automaton This addon also support KOREAN Translation!Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Adventure | 
| Sex | Female | 
| Race | Dwarf | 
| Class | Demonologist | 
| Level / Exp | 50 / 2965% | 
| Size | medium | 
| Lifes / Deaths | Killed by Aerariwen the degenerated skeleton warrior at level 6 on the 20th Voratun 122nd year of Ascendancy at 07:15 3 / 4Killed by Ixol the halfling at level 10 on the 18th Profit 122nd year of Ascendancy at 01:52 Killed by Isuritha the rogue at level 25 on the 24th Loss 122nd year of Ascendancy at 19:48 Killed by Arolaith the barrow wight at level 39 on the 20th Stralite 123rd year of Ascendancy at 05:26  | 
Primary Stats
| Strength | 109 (base 60) | 
| Dexterity | 54 (base 29) | 
| Constitution | 133 (base 63) | 
| Magic | 96 (base 65) | 
| Willpower | 57 (base 10) | 
| Cunning | 50 (base 15) | 
Resources
| Life | 2100/2100 | 
| Stamina | 346/346 | 
| Vim | 196/196 | 
| Healing Factor | 2.5 | 
| Regeneration | 59.168867441215 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +25% | 
| Spell | 0% | 
| Global | +116.91199436059% | 
Vision
| Sight | 10 | 
| Lite | 9 | 
| Infravision | 6 | 
| See Stealth | 33.595095619122 | 
| See Invisible | 47.595095619122 | 
| ESP Range | 10 | 
| ESP Kinds | demon/major, demon/minor | 
Offense: Mainhand
| Damage | 179 | 
| Accuracy | 60 | 
| Crit Chance | 32% | 
| APR | 56 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 71 | 
| Crit Chance | 29% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 47 | 
| Crit Chance | 16% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +41% | 
| Temporal | +19% | 
| Physical | +35% | 
| Mind | +22% | 
| All | +16% | 
Offense: Damage Penetration
| Physical | +86% | 
| Acid | +69% | 
| Cold | +69% | 
| All | +54% | 
Defense: Base
| Armour (hardiness) | 157.75150660536 (100%) | 
| Defense | 45 | 
| Ranged Defense | 49 | 
| Fatigue | 40 | 
| Physical Save | 86 | 
| Spell Save | 92 | 
| Mental Save | 66 | 
Defense: Resistances
| Acid | + 45%( 70%) | 
| Blight | + 70%( 70%) | 
| Arcane | + 33%( 70%) | 
| Cold | + 68%( 70%) | 
| All | + 22%( 70%) | 
| Physical | + 36%( 70%) | 
| Lightning | + 33%( 70%) | 
| Light | + 33%( 70%) | 
| Temporal | + 43%( 70%) | 
| Mind | + 33%( 70%) | 
| Darkness | + 70%( 70%) | 
| Fire | + 70%( 70%) | 
| Nature | + 52%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 100% | 
| Fear Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 30% | 
| Disarm Resistance | 56% | 
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 141 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 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.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 277 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 39% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat.  | 
Class Talents
| Technique / Combat techniques | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Infernal combat | 1.50 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Combat veteran | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Corruption / Doom covenant | 1.50 | 
  | 4/5 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
| Corruption / Spellblaze | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 2/5 | 
| Corruption / Doom shield | 1.30 | 
  | 5/5 | 
  | 4/5 | 
  | 4/5 | 
  | 1/5 | 
| Technique / Shield offense | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Corruption / Shadowflame | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
| Corruption / Demonic pact | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 4/5 | 
  | 4/5 | 
Generic Talents
| Race / Dwarf | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Corruption / Black-magic | 1.30 | 
  | 3/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
| Corruption / Torment | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Flame of Urh'Rok | 
| talent | Bleak Outcome | 
| talent | Shattered Mind | 
| talent | Blood Vengeance | 
| talent | Overkill | 
| talent | Hardened Core | 
| talent | Chant of Fortress | 
| talent | Tale of Destruction | 
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you.  | done | 
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant.  | active | 
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it!  | done | 
You do not remember much of your life before you were on this burning continent, floating in the void between worlds.  You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now!  | done | 
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active | 
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done | 
You failed to protect the lone alchemist from death by dozing fox. Escort: lone alchemist (level 2 of Heart of the Gloom) | failed | 
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5.  | done | 
You failed to protect the lost defiler from death by Betinn the forest wight. Escort: lost defiler (level 3 of Dreadfell) | failed | 
You failed to protect the lost sun paladin from death by ice wyrm. Escort: lost sun paladin (level 1 of Daikara) | failed | 
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)).  | done | 
You failed to protect the lost tinker from death by skeleton magus. Escort: lost tinker (level 7 of Dreadfell) | failed | 
You failed to protect the lost warrior from death by Beladhewyn the warg. Escort: lost warrior (level 2 of Daikara) | failed | 
You failed to protect the worried loremaster from death by Poluma the orc warrior. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | failed | 
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5.  | 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 | 
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee!  | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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 | 
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains.  | done | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3072.  | active | 
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 | 
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid.  | done | 
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost.  | done | 
You have 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 within3 lumberjacks have died.  | done | 
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news!  | completed | 
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done | 
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond.  | done | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  pair of voratun boots 'Tarrutir' (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +5 Fatigue: +4% Changes stats: +5 Con / +4 Wil Changes resistances: +3% cold / +12% nature / +9% mind Changes resistances penetration: +22% physical Reduces incoming crit damage: 5.00% Stun/Freeze immunity: +20% Mindpower: +7 (+2 eff.) Movement speed: +25% It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 48% (at 0 Hate) to 162% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 31 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  Adelaith the dwarven lanternPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +25 Changes resistances: +10% cold / +3% mind / +12% temporal Changes resistances penetration: +15% acid / +29% all Disarm immunity: +20% Confusion immunity: +10% Only die when reaching: -60.00 life Maximum life: +40.00 Light radius: +9 Defense after a teleport: +20 Resist all after a teleport: +17% New effects duration reduction after a teleport: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
| On head |  The Black Crown (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +25 (+5 eff.) Spell save: +25 (+5 eff.) Mental save: +25 (+6 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything."  | 
| On hands |  drakeskin leather gloves 'Islogara' (0 def, 13 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +11 Armour: +13 Damage (Melee): 9 physical Changes stats: +3 Str / +3 Dex / +5 Wil / +8 Cun / +3 Con Changes damage: +3% temporal / +6% mind / +9% physical Talent mastery: +0.20 Technique / Grappling Critical mult.: +5.00% Disarm immunity: +37% Maximum hate: +2.00 Mindpower: +15 (+5 eff.) When used to modify unarmed attacks: Base power: 28.0 - 30.8 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +13 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +11 physical Damage (radius 2) on crit: +5 physical It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Tool |  Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +10 Str / +10 Con Changes resistances penetration: +10% physical Changes damage: +10% physical Talent mastery: +0.20 Race / Dwarf Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 85.75 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people.  | 
| On fingers |  The Black Ring Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Vim when hitting in melee: +3.00 Spell crit. chance: +13% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole."  | 
| On fingers |  Frostbutcher Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * 21% chance to reduce all saves and defense by 29 Damage when hit (Melee): 4 mind Changes resistances: +5% arcane / +11% blight / +12% cold / +3% mind / +12% nature Changes resistances penetration: +15% cold Talent granted: +5 Bloodcasting Maximum encumbrance: +38 Poison immunity: +30% Disease immunity: +30% Life regen: +18.00 Stamina each turn: +5.20 Vim each turn: +4.00 Maximum life: +86.00 Healing mod.: +18% Rings make your fingers look great!  | 
| Around neck |  Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +19 Con Changes resistances: +10% blight Changes damage: +9% all Damage affinity(heal): +15% nature Grants telepathy: Demon/Major Demon/Minor Stun/Freeze immunity: +30% Life regen: +2.00 Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +80% Amulets make your neck look great!  | 
| In main hand |  The Black Spike (48-67 power, 20 apr) Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +25% all Changes damage: +25% darkness Talent granted: +5 Fetid Breath Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world."  | 
| Around waist |  Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it.  | 
| In off hand |  Blackfire Aegis (8 def, 18 armour, 57-68 power, 235 block) Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stats: 50% Mag, 100% Str Damage type: Stunning fire Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+3 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talents granted: +5 Flash Block +1 Block Spellpower: +8 (+2 eff.) This rugged stone shield flickers with bursts of pitch black flame.  | 
| Cloak |  battlemaster's elven-silk cloak of Iron Throne (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Str / +6 Dex / +7 Con Talent mastery: +0.30 Technique / Combat training Spell save: +9 (+1 eff.) Stamina each turn: +0.70 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  The Black Plate (25 def, 35 armour) Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +25 (+4 eff.) Armour: +35 Defense: +25 (+8 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+3 eff.) Spell save: +25 (+5 eff.) Confusion immunity: +100% Stun/Freeze immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" This item has been sent to the Item's Vault.  | 
Inventory
 heroism infusion of the warrior (die at -794; dur 6; cd 27)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: 27 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 6 turns. While Heroism is active, you will only die when reaching -794 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 794 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. 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.  | 
 heroism infusion of the warrior (die at -837; dur 7; cd 32)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: 32 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 -837 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 837 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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.  | 
 movement infusion of the wizard (speed 765%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 765% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 regeneration infusion of the wizard (heal 509; 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) Is: a nature gift Description: Activate the infusion to heal yourself for 509 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 wild infusion of the wizard (res 38%; magical; dur 2; 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 38% for 2 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.  | 
 wild infusion of the wizard (res 34%; magical, physical; 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 and physical effect and reduce all damage taken by 34% for 4 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.  | 
 Rune of Reflection (--)Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 580 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. This item has been sent to the Item's Vault.  | 
 blink rune of the warrior (range 7; phase 30; cd 10)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: 10 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 30%, your defense is increased by 30 and all your resistances by 30%. 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 33; blocks 7; 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 7 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 15; blocks 7; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 15 up to 7 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.  | 
 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!  | 
 Adesenn the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes damage: +9% arcane / +3% blight Talent mastery: +0.11 Technique / Combat veteran Amulets make your neck look great!  | 
 Arissra the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Defense: +30 (+10 eff.) Changes resistances: +21% acid / +9% light Changes damage: +8% physical Silence immunity: +20% Life regen: +4.00 Combat speed: +10% Healing mod.: +20% Amulets make your neck look great!  | 
 Falyleg the SplendourtorrentInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 acid / 8 cold Changes resistances: +24% acid / +6% light Changes damage: +9% light Cut immunity: +60% Healing mod.: +19% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 1.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 204 life. The life healed will increase with your Mindpower. Amulets make your neck look great!  | 
 Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck.  | 
 Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura.  | 
 Sepsistrial the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +15 (+2 eff.) Defense: +20 (+7 eff.) Effects on melee hit: * 10% chance to slow global speed by 57% Changes stats: +6 Str / +7 Dex / +6 Wil Changes resistances: +15% fire / +6% nature / +19% cold Talent masteries: +0.24 Corruption / Black-magic +0.24 Technique / Shield offense Amulets make your neck look great!  | 
 gold amulet 'Emelolethra'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +8 Damage when hit (Melee): 10 physical Changes stats: +4 Con Changes damage: +9% mind / +24% physical Physical save: +14 (+3 eff.) Life regen: +7.00 Stamina each turn: +3.00 Maximum life: +43.00 Maximum stamina: +30.00 Amulets make your neck look great!  | 
 mindweaver's voratun amulet of the eclipsePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 7 light / 10 darkness Effects when hit in melee: * 10% chance to reduce damage dealt by 24% * 8% chance to blind Changes stats: +3 Wil Changes damage: +10% light / +10% darkness Mental save: +10 (+3 eff.) Confusion immunity: +21% Mindpower: +11 (+3 eff.) Amulets make your neck look great!  | 
 savior's voratun amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 13 light / 11 darkness Effects when hit in melee: * 10% chance to reduce damage dealt by 24% * 14% chance to blind Changes damage: +11% light / +12% darkness Physical save: +19 (+4 eff.) Spell save: +18 (+3 eff.) Mental save: +23 (+6 eff.) Amulets make your neck look great!  | 
 voratun amulet 'Islomina'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+5 eff.) Defense: +16 (+5 eff.) Changes stats: +1 Str / +7 Dex / +2 Cun / +15 Lck Changes resistances penetration: +20% temporal Physical save: +22 (+5 eff.) Spell save: +23 (+4 eff.) Mental save: +24 (+6 eff.) Blindness immunity: +39% Infravision radius: +9 Sight radius: +2 See invisible: +14 Reduce all damage from unseen attackers: 20% Amulets make your neck look great!  | 
 wanderer's steel amulet of willpower (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +3 Wil / +5 Cun / +4 Con Life regen: +1.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great!  | 
 Emenor the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil / +3 Cun / +4 Con Changes damage: +3% mind Physical save: +6 (+1 eff.) Rings make your fingers look great!  | 
 Radiancecutter the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Mag / +3 Wil Changes resistances: +20% acid Changes resistances penetration: +15% light Changes damage: +10% acid / +3% light Rings make your fingers look great!  | 
 Relgyyon the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +1 Wil / +4 Mag Changes damage: +6% mind Critical mult.: +20.00% Spell save: +3 (+0 eff.) Spellpower: +8 (+2 eff.) Mindpower: +9 (+3 eff.) Rings make your fingers look great!  | 
 Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim.  | 
 Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +54 (+14 eff.) Physical power: +5 (+0 eff.) Changes stats: +19 Cun / +19 Dex Changes resistances: +9% acid Silence immunity: +33% Mana each turn: +0.27 Infravision radius: +3 It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you?  | 
 copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Rings make your fingers look great!  | 
 copper ring 'Undeathdredge'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +9% mind / +3% darkness Changes resistances penetration: +5% nature Physical save: +8 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +9 (+2 eff.) Life regen: +4.00 Rings make your fingers look great!  | 
 gladiator's voratun ring of nature (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +7 Str / +8 Con Changes resistances: +30% nature Changes damage: +15% nature Rings make your fingers look great!  | 
 gold quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature / +8% blight Poison immunity: +15% Disease immunity: +13% Stun/Freeze immunity: +30% Rings make your fingers look great!  | 
 stralite quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 24 light Damage (Ranged): 19 light Changes stats: +6 Mag Changes damage: +14% light Stun/Freeze immunity: +30% Rings make your fingers look great!  | 
 voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great!  | 
 voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great!  | 
 voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great!  | 
 voratun ring 'Emokira'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Fatigue: -9% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 32 * 10% chance to reduce armor by 41% Damage when hit (Melee): 6 acid / 4 temporal Changes stats: +8 Dex / +7 Mag / +7 Wil Changes resistances: +9% blight Maximum encumbrance: +33 Spellpower: +15 (+4 eff.) Rings make your fingers look great!  | 
 voratun ring 'Glowgore'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +34% cold / +9% darkness / +5% arcane Changes damage: +6% light / +17% cold Stun/Freeze immunity: +61% Life regen: +16.00 Rings make your fingers look great!  | 
 wizard's copper ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+0 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +22% Rings make your fingers look great!  | 
 Lisora (51-72 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 51.5 - 72.1 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 17% chance to reduce strength, dexterity, and constitution by 32 Damage (Melee): +14 blight When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +14 Changes stats: +2 Dex / +2 Mag / +2 Wil Changes resistances penetration: +12% all Critical mult.: +20.00% Spell save: +9 (+1 eff.) Disease immunity: +28% Sharp, long, and deadly.  | 
 Nereba (55-77 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 55.5 - 77.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 115 damage When wielded/worn: Accuracy: +20 (+5 eff.) Changes stats: +5 Dex / +1 Wil Changes resistances: +9% temporal Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +4 Combat speed: +10% Sharp, long, and deadly.  | 
 Bethirida the voratun mace (60-84 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 60.0 - 84.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +15.0% Changes stats: +15 Con / +16 Wil Changes resistances: +6% blight Critical mult.: +10.00% Hate when firing a critical mind attack: +5.00 Maximum life: +110.00 Maximum hate: +4.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +5% Blunt and deadly.  | 
 Veludarin the voratun mace (45-63 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On weapon crit: * Splash the target with acid dealing 192 damage over 5 turns and reducing armor and accuracy by 24 When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +13 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Damage when hit (Melee): 2 mind Changes stats: +2 Wil Disarm immunity: +44% Mana each turn: +0.04 Maximum mana: +40.00 Spell crit. chance: +2% Blunt and deadly.  | 
 voratun mace 'Shiverblur' (48-67 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 48.0 - 67.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 35% chance to reduce all saves and defense by 29 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +25 mind Damage (radius 1) on hit: +18 fire When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 8 blight Changes stats: +6 Cun / +6 Wil Changes resistances: +3% blight Changes resistances penetration: +20% blight Changes damage: +6% blight / +15% cold Blunt and deadly.  | 
 Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+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 120 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."  | 
 Isyremira the Strikeserpent (30-36 power, 6 apr, fire element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+4 eff.) Physical crit. chance: +9.0% Physical power: +15 (+2 eff.) Defense: +11 (+4 eff.) Changes resistances: +18% lightning / +3% fire / +5% arcane / +6% temporal Changes resistances penetration: +10% lightning Changes damage: +6% lightning / +30% fire Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +25 (+7 eff.) Spell crit. chance: +24% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 152.14 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art.  | 
 Brandwrack the voratun waraxe (41-57 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% 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 192 damage over 5 turns and reducing armor and accuracy by 24 Damage (Melee): +12 fire When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +12 (+4 eff.) Changes stats: +2 Cun / +4 Con Changes resistances: +12% fire Changes resistances penetration: +10% fire Changes damage: +3% fire Disarm immunity: +47% One-handed war axes.  | 
 Malisus the voratun waraxe (40-56 power, 19 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage Shield penetration (this weapon only): +16% Damage (Melee): +26 cold / +12 physical Damage (radius 2) on crit: +4 physical When wielded/worn: Accuracy: +14 (+4 eff.) Defense: +15 (+5 eff.) Changes stats: +4 Dex Combat speed: +10% One-handed war axes.  | 
 Aerytta the SleettreasonInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +11 (+1 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 32 * 10% chance to reduce all saves and defense by 29 Changes resistances: +9% lightning / +11% temporal / +6% cold / +18% blight Physical save: +15 (+3 eff.) Spell save: +12 (+2 eff.) Mindpower: +7 (+2 eff.) Size category: +1 A belt that goes around your waist.  | 
 Kindlesmasher the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+0 eff.) Armour: +15 Changes stats: +1 Wil Changes resistances penetration: +15% light / +20% physical Changes damage: +6% blight / +25% physical Critical mult.: +13.00% Spell save: +3 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +80.00 Spell crit. chance: +2% It can be used to create a temporary shield that absorbs 365 damage Activation puts all charms on cooldown for 18 turns. A belt that goes around your waist.  | 
 drakeskin leather belt 'Rimebreak'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +6 Str / +6 Dex / +5 Cun / +5 Con / +9 Lck Changes resistances: +24% cold Changes resistances penetration: +10% darkness Changes damage: +6% fire / +9% cold Trap disarming bonus: +28 Stealth bonus: +13 Physical save: +10 (+2 eff.) Maximum life: +70.00 Infravision radius: +6 Size category: +1 A belt that goes around your waist.  | 
 hardened leather belt 'Isloldann'Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Str / +2 Dex / +3 Wil / +6 Cun / +1 Con Reduces incoming crit damage: 15.00% Mental save: +7 (+2 eff.) Maximum life: +170.00 Maximum mana: +54.00 Maximum stamina: +42.00 Maximum hate: +13.00 Maximum psi: +26.00 Maximum vim: +25.00 Maximum pos.energy: +23.00 Maximum neg.energy: +25.00 Reduces paradox anomalies(equivalent to willpower): +13 A belt that goes around your waist.  | 
 verdant cashmere robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +9% blight / +11% all Changes damage: +14% nature Poison immunity: +27% Disease immunity: +25% Life regen: +3.60 Maximum life: +51.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Khelaruindil the Wretchfiend (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +5 Changes stats: +1 Con Changes resistances: +6% acid / +4% physical / +7% cold / +6% fire / +6% nature / +6% lightning Changes damage: +6% nature Physical save: +12 (+3 eff.) A pair of boots made of leather.  | 
 The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +62% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world."  | 
 pair of dwarven-steel boots 'Layoma' (7 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Defense: +7 (+2 eff.) Fatigue: +3% Changes stats: +5 Dex / +5 Mag / +5 Wil / +1 Con Stamina each turn: +3.00 Only die when reaching: -80.00 life Infravision radius: +2 It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 15 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Polyrina the hardened leather gloves (0 def, 6 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +6 Armour: +6 Damage (Melee): 5 arcane / 10 temporal Damage (Ranged): 8 temporal Changes stats: +6 Dex / +8 Mag / +5 Wil / +3 Cun Changes resistances: +4% arcane / +9% temporal Changes resistances penetration: +15% acid Changes damage: +5% arcane / +3% temporal Spellpower: +7 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +9 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 8% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +5 arcane It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 heroic voratun gauntlets of the juggernaut (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +6 Fatigue: +5% Changes stats: +3 Con Physical save: +19 (+4 eff.) Spell save: +6 (+1 eff.) Mental save: +17 (+4 eff.) Disarm immunity: +40% Maximum life: +57.00 When used to modify unarmed attacks: Base power: 34.5 - 48.3 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +15 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm.  | 
 rough leather gloves 'Nusalach' (5 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+2 eff.) Damage (Melee): 6 acid Damage when hit (Melee): 2 acid Changes resistances: +6% acid / +5% arcane / +6% lightning Changes resistances penetration: +5% acid Changes damage: +4% acid Life regen: +4.00 When used to modify unarmed attacks: Base power: 9.0 - 9.9 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 1). Damage (radius 2) on crit: +5 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Crown of the Elements (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+4 eff.) Mindpower: +15 (+5 eff.) This jeweled crown shimmers with colors.  | 
 Velyssra the Seartide (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +11 Mag / +11 Wil / +3 Cun Changes damage: +17% blight / +6% fire / +20% arcane Physical save: +23 (+5 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.09 Maximum vim: +30.00 Spellpower: +31 (+8 eff.) Spell crit. chance: +5% Mindpower: +5 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 bladed dwarven-steel helm of constitution (+4) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str / +5 Con It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 650.2 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 dwarven-steel helm 'Durigund' (20 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +4 Defense: +20 (+7 eff.) Fatigue: +4% Changes stats: +2 Str / +4 Wil Changes resistances: +9% lightning / +7% temporal Stamina each turn: +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 voratun helm 'Sulfurradiance' (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 nature Changes stats: +6 Str / +6 Dex / +7 Mag / +7 Wil Changes resistances: +12% fire Changes resistances penetration: +15% blight Changes damage: +24% arcane / +20% blight Spell save: +6 (+1 eff.) Stamina when hit: +3.00 Equilibrium when hit: +2.80 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+3 eff.) Spell crit. chance: +3% It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 650.2 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 voratun plate armour 'Camirantir' (15 def, 23 armour)Requires: - Massive armour training - Strength 60 Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +15 (+5 eff.) Fatigue: +15% Changes resistances: +12% fire / +12% arcane / +9% temporal Physical save: +11 (+2 eff.) Spell save: +21 (+4 eff.) Life regen: +8.00 Maximum life: +77.00 Healing mod.: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of metal plates.  | 
 The Black Wall (12 def, 9 armour, 52-62 power, 200 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 50% Mag, 100% Str Damage type: Darkness Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+4 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +10% all Talent masteries: +0.20 Technique / Shield offense +0.20 Technique / Shield defense +0.20 Corruption / Doom shield Talent granted: +1 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." This item has been sent to the Item's Vault.  | 
 living stralite shield of earthen fury (0 def, 13 armour, 46-55 power, 140 block)Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 46.0 - 55.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +140 On weapon hit: * Deal physical damage equal to your armor (157) Damage (Melee): +17 nature When wielded/worn: Armour: +13 Fatigue: +8% Changes resistances: +15% nature / +17% blight Talent granted: +1 Block Maximum life: +56.00 Handheld deflection devices.  | 
 demon seed [Lithfengel] (50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Diseased Body Disease immunity: +100% Demon status: alive (58% life). The seed of a demon.  | 
 demon seed [champion of Urh'Rok] (50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Changes stats: +25 Str / +25 Mag Maximum life: +200.00 Demon status: alive (55% life). The seed of a demon.  | 
 demon seed [dolleg] (35, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Talent granted: +4 Blighted Path Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [dúathedlen] (50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Shadowmeld Demon status: alive (48% life). The seed of a demon.  | 
 demon seed [fire imp] (50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Fiery Cleansing Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [forge-giant] (50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Reduces duration of detrimental effects by 40% Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [onilug] (50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Teleport immunity: +100% Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [quasit] (50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Overpower Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [thaurhereg] (50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Silence immunity: +100% Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [uruivellas] (50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Global speed: +19% Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [water imp] (50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Blackice Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretch titan] (39, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 When attach to an other item: Reduces incoming crit damage: 30.00% Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (43, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Acidic Bath Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [champion of Urh'Rok] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Bloodcasting Stamina each turn: +5.20 Vim each turn: +4.00 Demon status: alive (9% life). The seed of a demon.  | 
 demon seed [dolleg] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [dúathedlen] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (48, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [onilug] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [quasit] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hit: +3.00 Demon status: alive (91% life). The seed of a demon.  | 
 demon seed [thaurhereg] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [uruivellas] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [water imp] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hit: +3.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretch titan] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hit: +2.00 Demon status: alive (76% life). The seed of a demon.  | 
 demon seed [champion of Urh'Rok] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Doomed Nature Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [daelach] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Doom Tendrils Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [dolleg] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: 13% chance to trigger a Blood Spray cast of level 5 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [dúathedlen] (30, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Corrupt Light Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Flame Bolts Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [forge-giant] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Doomfire Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [onilug] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Cursed Arm Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [quasit] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Farstrike Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [thaurhereg] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Silence Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [uruivellas] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Disarm Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [water imp] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Frost Grab Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretch titan] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Corrosive Cone Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Corrosive Slashes Demon status: alive (62% life). The seed of a demon.  | 
 demon seed [Khulmanar, General of Urh'Rok] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +3 Infernal Breath Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [Planar Controller] (10, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 When attach to an other item: Talent granted: +3 Fearscape Shift Demon status: alive (90% life). The seed of a demon.  | 
 demon seed [champion of Urh'Rok] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Armoured Leviathan Demon status: alive (10% life). The seed of a demon.  | 
 demon seed [daelach] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Fiery Portal Demon status: alive (9% life). The seed of a demon.  | 
 demon seed [dolleg] (43, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Pain Affinity Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [dúathedlen] (49, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Grants telepathy: Humanoid Demon Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Changes resistances: +35% blight / +35% fire / +35% physical Reduce damage by fixed amount: +25 blight / +25 fire / +25 physical Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [onilug] (45, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Hexed Shield Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [quasit] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Changes resistances penetration: +25% acid / +25% physical / +25% blight Changes damage: +32% acid / +32% physical / +32% blight Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [thaurhereg] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Blood Shield Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [uruivellas] (48, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Doom Storm Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [water imp] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Changes resistances penetration: +25% blight / +25% fire / +25% darkness Changes damage: +32% blight / +32% fire / +32% darkness Demon status: alive (40% life). The seed of a demon.  | 
 demon seed [wretch titan] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Acid Burst Demon status: alive (96% life). The seed of a demon.  | 
 demon seed [wretchling] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Changes resistances: +35% acid / +35% darkness / +35% blight Reduce damage by fixed amount: +25 acid / +25 darkness / +25 blight Demon status: alive (100% life). The seed of a demon.  | 
 8 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.  | 
 2174 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.  | 
 3 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.  | 
 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 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.  | 
 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick.  | 
 Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost?  | 
 Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic.  | 
 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.  | 
 7 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.  | 
 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Bilebone the dwarven lanternPowered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +6 Mag Changes resistances penetration: +20% mind / +15% nature Changes damage: +6% nature Physical save: +17 (+4 eff.) Spell save: +14 (+2 eff.) Mental save: +32 (+8 eff.) Maximum psi: +10.00 Spellpower: +17 (+5 eff.) Mindpower: +15 (+5 eff.) Mental crit. chance: +2% Light radius: +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
 alchemist's lamp 'Yveriatha'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +25 (+7 eff.) Defense: +10 (+3 eff.) Changes stats: +3 Str Changes resistances: +5% arcane / +6% fire Changes damage: +15% physical Mental save: +9 (+2 eff.) Stamina each turn: +3.00 Light radius: +4 See stealth: +11 See invisible: +16 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
Miniature R2D2 Miniature R2D2Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning) Activation costs 30 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you.  | 
 Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power.  | 
 Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself.  | 
 Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.  | 
 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 6 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.  | 
 Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer.  | 
 Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot.  | 
 Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull.  | 
 10 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.  | 
 13 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.  | 
 5 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.  | 
 useless but awesome rockInfused by nature 0.00 Encumbrance. [Unique] Type: misc / rock It can be used to talk to your pet rock Activation costs 6 power out of 10/10. Awesome rock!!!  | 
 Rod of Recall (2/3)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 122 power out of 339/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 677.44 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 15 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom.  | 
 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.  | 
 Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+4 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises.  | 
 Mardyruirach [power 320]  (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Armour: +4 Defense: +10 (+3 eff.) Effects on melee hit: * 10% chance to reduce armor by 41% Changes resistances penetration: +10% blight / +15% acid Changes damage: +12% acid It can be used to project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 432 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Heal for 72. Torques are made by powerful psionics to store psionic powers.  | 
 Nerana the voratun torque of gale force [power 360]  (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +5.0% Changes resistances: +18% acid / +6% fire It can be used to project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 486 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 1 beneficial effects by 2. * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers.  | 
 Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 11 power out of 35/35) : Effective talent level: 3.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 84 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it.  | 
 Voroth the Glarethorn [power 370]  (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances penetration: +15% light Changes damage: +9% mind Maximum hate: +6.00 Maximum psi: +40.00 Mental crit. chance: +5% It can be used to blast the opponent's mind dealing 451 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Reduce fatigue by 60% for 2 turns. * Increase the duration of 3 beneficial effects by 2. * Increase all damage by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 dragonbone totem of stinging 'Snowsmasher' [power 530]  (9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Armour: +4 Changes stats: +2 Dex Changes resistances: +12% fire Changes resistances penetration: +10% cold Changes damage: +12% cold It can be used to sting an enemy dealing 614 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Heal for 100. * Gain a 21% chance to evade weapon attacks for 2 turns. * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power.  | 
 2 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.  | 
 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 18 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.  | 
 Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals.  | 
 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 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 11 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.  | 
 6 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.  | 
 6 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.  | 
 7 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.  | 
 7 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 Becky Flamebearer the Dwarf Demonologist level 40
31st Stralite 123rd year of Ascendancy at 15:37 see stats
			A different point of view (Insane (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Becky Flamebearer the Dwarf Demonologist level 40
26th Stralite 123rd year of Ascendancy at 23:02 see stats
			Against all odds (Insane (Adventure) difficulty)
			Killed Ukruk in the ambush.By Becky Flamebearer the Dwarf Demonologist level 40
21st Stralite 123rd year of Ascendancy at 22:53 see stats
			Arachnophobia (Insane (Adventure) difficulty)
			Destroyed the spydric menace.By Becky Flamebearer the Dwarf Demonologist level 50
31st Profit 123rd year of Ascendancy at 20:14 see stats
			Brave new world (Insane (Adventure) difficulty)
			Went to the Far East and took part in the war.By Becky Flamebearer the Dwarf Demonologist level 43
43rd Stralite 123rd year of Ascendancy at 03:18 see stats
			Bringer of Doom (Insane (Adventure) difficulty)
			Killed a Bringer of Doom.By Becky Flamebearer the Dwarf Demonologist level 33
18th Steel 123rd year of Ascendancy at 08:30 see stats
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Becky Flamebearer the Dwarf Demonologist level 10
20th Profit 122nd year of Ascendancy at 13:29 see stats
			Destroyer's bane (Insane (Adventure) difficulty)
			Killed Golbug the Destroyer.By Becky Flamebearer the Dwarf Demonologist level 42
40th Stralite 123rd year of Ascendancy at 02:50 see stats
			Dragon's Greed (Insane (Adventure) difficulty)
			Amassed 8000 gold pieces.By Becky Flamebearer the Dwarf Demonologist level 36
30th Steel 123rd year of Ascendancy at 18:40 see stats
			Earth Master (Insane (Adventure) difficulty)
			Killed Harkor'Zun.By Becky Flamebearer the Dwarf Demonologist level 33
17th Steel 123rd year of Ascendancy at 23:07 see stats
			Evil denied (Insane (Adventure) difficulty)
			Won ToME by preventing the Void portal from opening.By Becky Flamebearer the Dwarf Demonologist level 50
34th Dearth 123rd year of Ascendancy at 11:33 see stats
			Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.By Becky Flamebearer the Dwarf Demonologist level 22
32nd Dearth 122nd year of Ascendancy at 05:12 see stats
			Eye of the storm (Insane (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Becky Flamebearer the Dwarf Demonologist level 32
21st Iron 123rd year of Ascendancy at 02:07 see stats
			Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!By Becky Flamebearer the Dwarf Demonologist level 50
36th Profit 123rd year of Ascendancy at 19:32 see stats
			Fear of Fours (Insane (Adventure) difficulty)
			Killed all four bosses of the Slime Tunnels.By Becky Flamebearer the Dwarf Demonologist level 50
31st Dearth 123rd year of Ascendancy at 12:13 see stats
			Gem of the Moon (Insane (Adventure) difficulty)
			Completed the Master Jeweler quest with Limmir.By Becky Flamebearer the Dwarf Demonologist level 50
12nd Dearth 123rd year of Ascendancy at 07:49 see stats
			Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
			Escaped the Searing Halls.By Becky Flamebearer the Dwarf Demonologist level 6
20th Voratun 122nd year of Ascendancy at 06:09 see stats
			Home sweet home (Insane (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Becky Flamebearer the Dwarf Demonologist level 30
4th Iron 123rd year of Ascendancy at 04:50 see stats
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Becky Flamebearer the Dwarf Demonologist level 10
11st Profit 122nd year of Ascendancy at 00:35 see stats
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Becky Flamebearer the Dwarf Demonologist level 20
3rd Dearth 122nd year of Ascendancy at 10:28 see stats
			Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.By Becky Flamebearer the Dwarf Demonologist level 30
2nd Iron 123rd year of Ascendancy at 12:04 see stats
			Level 40 (Insane (Adventure) difficulty)
			Got a character to level 40.By Becky Flamebearer the Dwarf Demonologist level 40
20th Stralite 123rd year of Ascendancy at 23:07 see stats
			Level 50 (Insane (Adventure) difficulty)
			Got a character to level 50.By Becky Flamebearer the Dwarf Demonologist level 50
31st Profit 123rd year of Ascendancy at 08:02 see stats
			May the 4th be with you!
			.By Becky Flamebearer the Dwarf Demonologist level 50
2nd Loss 123rd year of Ascendancy at 17:18 see stats
			Once bitten, twice shy (Insane (Adventure) difficulty)
			Escaped the Anteroom of Agony.By Becky Flamebearer the Dwarf Demonologist level 29
30th Shortage 122nd year of Ascendancy at 00:02 see stats
			Orcrist (Insane (Adventure) difficulty)
			Killed the leaders of the Orc Pride.By Becky Flamebearer the Dwarf Demonologist level 50
30th Dearth 123rd year of Ascendancy at 08:57 see stats
			Poisonous (Insane (Adventure) difficulty)
			Sided with the assassin lord.By Becky Flamebearer the Dwarf Demonologist level 23
15th Loss 122nd year of Ascendancy at 10:51 see stats
			Race through fire (Insane (Adventure) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By Becky Flamebearer the Dwarf Demonologist level 50
30th Wealth 123rd year of Ascendancy at 00:11 see stats
			Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.By Becky Flamebearer the Dwarf Demonologist level 49
30th Profit 123rd year of Ascendancy at 20:40 see stats
			Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.By Becky Flamebearer the Dwarf Demonologist level 28
27th Shortage 122nd year of Ascendancy at 20:23 see stats
			Sliders (Insane (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.By Becky Flamebearer the Dwarf Demonologist level 43
40th Stralite 123rd year of Ascendancy at 04:28 see stats
			Tactical master (Insane (Adventure) difficulty)
			Fought the two Sorcerers without closing any invocation portals.By Becky Flamebearer the Dwarf Demonologist level 50
34th Dearth 123rd year of Ascendancy at 11:31 see stats
			Tales of the Spellblaze (Insane (Adventure) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.By Becky Flamebearer the Dwarf Demonologist level 40
26th Stralite 123rd year of Ascendancy at 23:02 see stats
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Becky Flamebearer the Dwarf Demonologist level 7
21st Voratun 122nd year of Ascendancy at 22:28 see stats
			The Legend of Garkul (Insane (Adventure) difficulty)
			Learned the five chapters of the Legend of Garkul.By Becky Flamebearer the Dwarf Demonologist level 40
26th Stralite 123rd year of Ascendancy at 23:02 see stats
			The Right thing to do (Insane (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Becky Flamebearer the Dwarf Demonologist level 23
2nd Loss 122nd year of Ascendancy at 01:13 see stats
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By Becky Flamebearer the Dwarf Demonologist level 7
28th Voratun 122nd year of Ascendancy at 20:10 see stats
			There and back again (Insane (Adventure) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By Becky Flamebearer the Dwarf Demonologist level 45
21st Voratun 123rd year of Ascendancy at 16:58 see stats
			They Came From Outer Space! (Insane (Adventure) difficulty)
			Discovered the true origin of dwarves and drems.By Becky Flamebearer the Dwarf Demonologist level 50
16th Dearth 123rd year of Ascendancy at 07:49 see stats
			Thralless (Insane (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.By Becky Flamebearer the Dwarf Demonologist level 23
1st Loss 122nd year of Ascendancy at 14:31 see stats
			Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.By Becky Flamebearer the Dwarf Demonologist level 26
25th Shortage 122nd year of Ascendancy at 07:50 see stats
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Becky Flamebearer the Dwarf Demonologist level 17
4th Wealth 122nd year of Ascendancy at 16:26 see stats
			Vampire crusher (Insane (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Becky Flamebearer the Dwarf Demonologist level 39
20th Stralite 123rd year of Ascendancy at 19:08 see stats
Log
Today is the 2nd Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 19:06.
There is an item here: Blindjam (5 def, 18 armour)
There is an item here: Bladed Rift
There is an item here: Shieldsmaiden (5 def, 20 armour, 48-57 power, 150 block)
There is an item here: Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)
There is an item here: Blightstopper (18 def, 12 armour, 52-62 power, 240 block)
There is an item here: Summertide (17 def, 15 armour, 52-62 power, 260 block)
There is an item here: Sanguine Shield (0 def, 15 armour, 40-48 power, 220 block)
There is an item here: Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)
There is an item here: Fire Dragon Shield (16 def, 9 armour, 58-69 power, 220 block)
There is an item here: Bladed Rift
There is an item here: Blindjam (5 def, 18 armour)




















































































































































































